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Kyle Laughlin – ProQuest LLC, 2022
The need for more paraprofessionals is growing due to the increasing number of students who are qualifying for specialized educational support. In addition, paraprofessionals have been called upon to provide support in the general education setting in schools. This research study was designed to determine the impact of online paraprofessional…
Descriptors: Electronic Learning, Paraprofessional School Personnel, Job Training, Students with Disabilities
Soren Rousseau Rosier – ProQuest LLC, 2022
Article 1: One-on-one tutoring is the most effective teaching arrangement. Most schools and families, however, cannot afford to provide each child with a tutor. Peer tutoring in classrooms, a more feasible and scalable learning arrangement, increases learning for both tutors and tutees, but peer tutors' efficacy is often limited by their didactic…
Descriptors: Middle School Mathematics, Middle School Students, Student Centered Learning, Tutoring
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Pi-Sui Hsu; Reva Freedman; Darin Brockmann; Zachary Hueneke; Dean LaBarbera; Ben Kluga; Rui Zhang; Ian Sullivan; Margot Van Dyke – International Journal of Designs for Learning, 2022
The objective of this project was to address design gaps in previous programs that address scientific argumentation in middle schools. We adopted gamification mechanics (e.g., stimulus and response and progression) to design a computer-assisted program to better support students' development of scientific argumentation. In this paper, we describe…
Descriptors: Game Based Learning, Middle School Students, Persuasive Discourse, Science Education
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Stephanie Moore; James Hong – International Journal of Designs for Learning, 2022
Online courses are growing rapidly in K-12, but teachers often receive no preparation for teaching in these environments. While field experiences in virtual schools may be useful, very few teacher education programs offer such an opportunity and there is very little research on the design and effectiveness of such an approach. In this design case…
Descriptors: Distance Education, Practicums, Electronic Learning, Technology Uses in Education
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Wahid Yunianto; Adi Nur Cahyono; Theodosia Prodromou; Shereen El-Bedewy; Zsolt Lavicza – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2025
Creativity and problem-solving are 21st-century skills that we need to develop in our students. Research on computational thinking (CT) integration in school subjects and STEAM activities has shown a positive effect on students' problem-solving skills and creativity. Our study extends our previous work from the integration of CT in a mathematics…
Descriptors: Computation, Thinking Skills, STEM Education, Creativity
European Union, 2025
The Digital Education Accelerator supported 21 digital education solutions over three years, providing structured guidance, expert mentorship, testing, showcasing, and validation opportunities. As part of the European Digital Education Hub, the programme aimed to foster innovation by helping teams refine their solutions, scale their impact, and…
Descriptors: Educational Innovation, Preschool Education, Elementary Secondary Education, Career and Technical Education
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Bjorn de Koning; Shirong Zhang; Stoo Sepp – Educational Psychology Review, 2025
Human movement plays a foundational role in cognition and learning. This topical collection brings together theoretical and empirical work examining how gestures, physical activity, and virtual movement enhance learning in language, multimedia, and activity-based learning. Regarding language learning, interacting with virtual object improves…
Descriptors: Movement Education, Human Body, Nonverbal Communication, Multimedia Instruction
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Naska Goagoses; Heike Winschiers-Theophilus; Selma Auala; Nicolas Pope; Erkki Rötkönen; Helvi Itenge; Calkin Suero Montero; Tomi Suovuo; Erkki Sutinen – Technology, Knowledge and Learning, 2025
Mixed reality (MR) provides new opportunities and affordances for fostering student engagement in remote learning. The current qualitative case study set out to (1) explore teachers' perspective of academic engagement in traditional classrooms, (2) explore how teachers' and students' envision engaging lessons using MR for remote learning, and (3)…
Descriptors: Distance Education, Computer Simulation, Learner Engagement, Teacher Attitudes
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Glenn G. Smith; Michael B. Sherry – British Journal of Educational Technology, 2025
Authentic dialogue demands that we respond, interpret and sometimes disagree with others' ideas--a key component of participation in a democratic society. Yet the sharing and uptake of different ideas can be hampered by traditional online platforms which divide students into isolated threads. To tackle this issue, we introduce two novel online…
Descriptors: Graduate Students, Student Attitudes, Interpersonal Communication, Dialogs (Language)
Sarah T. Zipf; Kevin Kinser; Heather A. Turner; Jeffrey C. Sun – Institute for College Access & Success, 2025
Online program managers (OPMs) are third-party companies that work with colleges and universities to develop, launch, and deliver online learning. The prevalence of OPMs, however, has important implications for higher education program quality and transparency. In the final piece of our four-part series, higher education scholars establish a…
Descriptors: Electronic Learning, Higher Education, Distance Education, Information Security
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Linda N. Laursen; Thomas Ryberg – European Journal of Engineering Education, 2025
This paper contributes to current discussions of digital teaching and technology within the field of engineering design education. We enter this dialogue by analysing a hybrid digital learning design for a 15-ECTS engineering design course. The course design pedagogically integrates principles from networked learning research, Problem-Based…
Descriptors: Design, Engineering Education, Blended Learning, Accountability
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Jati Ariati; Thomas Pham; Jane S. Vogler – Active Learning in Higher Education, 2025
Serving as a prominent framework for online learning, the Community of Inquiry (CoI), identifies three factors critical to learning in online environments: teaching presence, cognitive presence, and social presence. However, application of the CoI framework to face-to-face classes has not been broadly or systematically explored, despite…
Descriptors: Electronic Learning, Constructivism (Learning), Educational Environment, In Person Learning
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Irena M. Ilic; Milena D. Ilic – Scandinavian Journal of Educational Research, 2025
The goal of this narrative review was to summarize the literature findings regarding the occurrence and predictors of burnout syndrome in medical students in the online learning period during the COVID-19 pandemic. This review of identified relevant studies showed that their results were highly heterogeneous, primarily due to the important…
Descriptors: Electronic Learning, COVID-19, Pandemics, Medical Education
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An Duong Thi Binh; Thu-Hang Hoang; Huy Truong Quang – Evaluation Review, 2025
In the modern educational landscape, the integration of gamification into hybrid learning environments has emerged as a promising approach to enhance student outcomes. However, there remains a lack of comprehensive frameworks for designing gamified hybrid courses and validating their impact on student outcomes. This paper proposes a design…
Descriptors: Blended Learning, Curriculum Design, Instructional Design, Gamification
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John Soboslai – Journal of Interactive Learning Research, 2025
Traditional methods of teaching religion often fail to capture the sensory and spatial dimensions of religious practices, leaving students with abstract understandings disconnected from lived experiences. This study pilots the use of extended reality resources--immersive 360-degree videos, enhanced video interviews, and virtual tours--as tools for…
Descriptors: Computer Simulation, Educational Resources, Teaching Methods, Religion Studies
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