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Elizabeth Vice – Religious Education, 2023
There is significant research on the built environment's support for children's optimal learning in educational settings. While faith itself is transmitted through conversation with God, the process of conversation, as well as a child's interaction and growth within their community, is affected by the physically built environment of the classroom.…
Descriptors: Learning Processes, Role of Religion, Religion, Metacognition
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Semerci, Yusuf Can; Goularas, Dionysis – Journal of Educational Computing Research, 2021
Estimating the flow state of students in a course allows evaluating their sentimental state and the challenges they are facing. In e-learning platforms, the evaluation of flow state is a complex task because it depends on the ability to extract the parameters that better reflect the activity and effort of students. In this scope, the current study…
Descriptors: Educational Technology, Electronic Learning, Interaction, Online Courses
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Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
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Li, Maximilian Xiling; Nadj, Mario; Maedche, Alexander; Ifenthaler, Dirk; Wöhler, Johannes – Technology, Knowledge and Learning, 2022
With the advent of physiological computing systems, new avenues are emerging for the field of learning analytics related to the potential integration of physiological data. To this end, we developed a physiological computing infrastructure to collect physiological data, surveys, and browsing behavior data to capture students' learning journey in…
Descriptors: Physiology, Computation, Artificial Intelligence, Psychological Patterns
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Hou, Huei-Tse; Fang, Ying-Sang; Tang, Joni Tzuchen – Interactive Learning Environments, 2023
Logical thinking and reasoning of geometric space are among the key abilities of science and technology education. This research developed a framework of an alternate reality-based board game incorporating augmented reality (AR) exploration with multi-dimensional scaffolding, including "cognitive scaffolding," "metacognitive…
Descriptors: Educational Games, Computer Simulation, Scaffolding (Teaching Technique), Spatial Ability
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Hsiao, Hsien-sheng; Chen, Jyun-chen; Lin, Chien-Yu; Chen, Wen-Nong – Interactive Learning Environments, 2018
This study developed a gesture-based learning approach to build a virtual interactive learning environment for preschoolers by combining a gesture-based computing device and a game-based learning model. Using sequential analysis, this study investigated how this approach influenced children's learning performance, motor skills, and motion…
Descriptors: Nonverbal Communication, Preschool Children, Kindergarten, Psychomotor Skills
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Hooshyar, Danial; Pedaste, Margus; Yang, Yeongwook; Malva, Liina; Hwang, Gwo-Jen; Wang, Minhong; Lim, Heuiseok; Delev, Dejan – Journal of Educational Computing Research, 2021
Educational games have been increasingly used to improve students' computational thinking. However, most existing games have focused on the theoretical knowledge of computational thinking, ignoring the development of computational thinking skills. Moreover, there is a lack of integration of adaptivity into educational computer games for…
Descriptors: Educational Games, Computer Games, Game Based Learning, Computation
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Chen, Chih-Hung – Educational Technology Research and Development, 2020
Although a great deal of research has evidenced the effects of proper instructional design on multimedia learning, most has focused on the cognitive aspects of learning, with little concern about the role of affective-motivational states in multimedia learning. In this study, an AR game-based learning method was designed via integrating AR…
Descriptors: Computer Simulation, Computer Games, Game Based Learning, Multimedia Instruction
Chung, Terence Kin Yuk – ProQuest LLC, 2019
Play provides a foundation for human learning because people have an opportunity to experiment through play and learn in a safe environment. Although play is more free-form, expressive, and improvisational, serious play is more structured, rule-bound with a "serious" purpose (Deterding, Dixon, Khaled, & Nacke, 2011). Studies also…
Descriptors: Play, Adult Learning, Learner Engagement, Program Effectiveness
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Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
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Hou, Huei-Tse; Keng, Su-Han – Journal of Educational Computing Research, 2021
The design and application of educational board games have been emphasized in game-based learning. The integration of educational board games and augmented reality (AR) can help provide extensive cognitive-scaffolding for learners. This study proposed a dual-scaffolding framework that integrated peer-scaffolding and cognitive-scaffolding for an AR…
Descriptors: Scaffolding (Teaching Technique), Peer Relationship, Computer Simulation, Educational Games
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Liu, Chih-Chi; Wang, Ya-Ling – Educational Gerontology, 2023
Research has begun to pay more attention to intergenerational learning and its advantages, while what is the flow state of students of different generations when they participate in intergenerational learning? This study simultaneously measured the flow state of 16 college students (M = 23.13, SD = 1.82, ranging from 21 to 27 years old; 23.08%…
Descriptors: In Person Learning, Electronic Learning, Models, Age Groups
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Kang, Hyeon-Ah; Sales, Adam; Whittaker, Tiffany A. – Grantee Submission, 2023
Increasing use of intelligent tutoring systems in education calls for analytic methods that can unravel students' learning behaviors. In this study, we explore a latent variable modeling approach for tracking learning flow during computer-interactive artificial tutoring. The study considers three models that give discrete profiles of a latent…
Descriptors: Intelligent Tutoring Systems, Algebra, Educational Technology, Learning Processes
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Liu, Courtney – Journal of Dance Education, 2023
Flow states have been linked to positive emotions, optimal focus, productivity, and a stronger sense of self through learning. Past research has confirmed that dancers experience flow, that flow in dance is related to spirituality and community connectedness, and that environmental factors can inhibit or facilitate dancing flow. This exploratory…
Descriptors: Dance, Dance Education, Teaching Methods, Attention
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Dan, Yongjun – School Psychology International, 2021
This study examined the relationships between learning interest, flow, and creativity among high school students. As a state of interest, flow served as a mediating variable on the route from interest to creativity. The participants included high school students from a city in eastern China. The software of "Process" was adopted to…
Descriptors: High School Students, Student Interests, Learner Engagement, Creativity
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