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Showing 1 to 15 of 77 results Save | Export
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Nurrijal; Setyosari, Punaji; Kuswandi, Dedi; Ulfa, Saida – Electronic Journal of e-Learning, 2023
The Creative Problem Solving (CPS) process is a conceptual model that focuses on using higher-order thinking skills in order to overcome authentic problems during learning. The CPS process offers a structured methodology to enhance every learner's solid critical, creative, and innovative thinking skill. The application of the CPS method has been…
Descriptors: Creative Thinking, Problem Solving, Instructional Design, Higher Education
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Thomas Mc Donald Van Der Merwe; Mmafani Serote; Molefe Maloma – Electronic Journal of e-Learning, 2023
Even a cursory review of the research literature over the past two decades will reveal many e-learning implementation challenges facing sub-Saharan Africa Higher Education Institutions. The last available systematic review of these challenges was conducted in 2017. To address this gap and by following the PRISMA-ScR guidelines, our systematic…
Descriptors: Foreign Countries, Electronic Learning, Program Implementation, Technology Integration
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Newsome, Mary L.; Pina, Anthony A.; Mollazehi, Mohammad; Al-Ali, Khalid; Al-Shaboul, Yousef – Electronic Journal of e-Learning, 2022
The sudden and prolonged disruption to learning caused by the COVID-19 pandemic has exposed the vulnerabilities of traditional higher education and revealed the need for a rapid transformation. Lessons from the pandemic have made it clear that the future of higher education will rely heavily on e-learning and the agility of institutions to…
Descriptors: Foreign Countries, Gender Differences, STEM Education, Intellectual Disciplines
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West, Joyce; Malatji, Makwalete Johanna – Electronic Journal of e-Learning, 2021
The integration of technology within higher education, specifically teacher education, has become vital in preparing pre-service teacher for the 21st-century classroom. Literature shows that the integration of technology allows students to engage deeply with content and promote authentic learning. Over two years, pre-service teachers who enrolled…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Higher Education
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Ørngreen, Rikke; Knudsen, Sara Paasch; Kolbæk, Ditte; Jensen, Rune Hagel Skaarup – Electronic Journal of e-Learning, 2021
This paper presents an empirical study and related activity system analysis regarding the implementation and use of Moodle specifically, and learning management systems in general, in problem-based learning. The research involved an exploration of the characteristics that defined use of Moodle at a Danish university, the reasons why Moodle was or…
Descriptors: Integrated Learning Systems, Problem Based Learning, Instructional Design, Foreign Countries
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Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
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Fotaris, Panagiotis; Mastoras, Theodoros; Leinfellner, Richard; Rosunally, Yasmine – Electronic Journal of e-Learning, 2016
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment…
Descriptors: Programming, Teaching Methods, Learner Engagement, Incentives
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Arnab, Sylvester; Clarke, Samantha; Morini, Luca – Electronic Journal of e-Learning, 2019
This article discusses the application of game design thinking as a learning process for scaffolding co-creativity in Higher Education based on the GameChangers initiative (gamify.org.uk) part-funded by the Higher Education Funding Council of England (HEFCE). Taking into account the relationship between play, technology and learning, the game…
Descriptors: Creativity, Video Games, Design, Teaching Methods
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Kintu, Mugenyi Justice; Zhu, Chang – Electronic Journal of e-Learning, 2016
This paper explores the design of a blended learning environment in a transition from face-to-face and seeks to determine whether learner characteristics and background together with blended learning design elements are significant factors for learning outcomes such as intrinsic motivation, satisfaction, knowledge construction and learning…
Descriptors: Student Characteristics, Outcomes of Education, Blended Learning, Technology Uses in Education
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Karvounidis, Theodoros; Himos, Konstantinos; Bersimis, Sotirios; Douligeris, Christos – Electronic Journal of e-Learning, 2015
In this paper we propose i-SERF (integrated-Self Evaluated and Regulated Framework) an integrated self-evaluated and regulated framework, which facilitates synchronous and asynchronous education, focusing on teaching and learning in higher education. The i-SERF framework is a two-layered framework that takes into account various elements of…
Descriptors: Web 2.0 Technologies, Educational Technology, Technology Uses in Education, Higher Education
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Reddy, Pritika; Chaudhary, Kaylash; Sharma, Bibhya; Chand, Ronil – Electronic Journal of e-Learning, 2022
The individuals living in the 21st century have become the consumers of digital innovations and have to adapt, adopt and adapt to the new norm of surviving and thriving in the digital society. Familiarity with the latest technologies is not the only requirement for survival. One also needs to have relevant digital competencies to complete tasks…
Descriptors: Digital Literacy, Evaluation, Predictor Variables, Higher Education
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Charbonneau-Gowdy, Paula – Electronic Journal of e-Learning, 2018
Concerned calls for more empirical research in the area of fully or blended online learning approaches have yet to be heeded. The concern is not unwarranted given that most higher learning institutions worldwide are moving increasingly to partial or complete online course offerings. Our own work in this area has been directed at uncovering…
Descriptors: Educational Technology, Technology Uses in Education, Blended Learning, Online Courses
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Almpanis, Timos – Electronic Journal of e-Learning, 2016
This paper outlines the research design, methodology and methods employed in research conducted in the context of Higher Education Institutions (HEIs) and focuses on the Heads of e-Learning (HeLs) perspective about Technology Enhanced Learning (TEL) by campus-based UK institutions. This paper aims to expand on the research design and the research…
Descriptors: Mixed Methods Research, Research Design, Electronic Learning, Foreign Countries
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Hambrock, Helga; de Villiers, Frelét – Electronic Journal of e-Learning, 2023
Since seamless learning (SL) is still a rather unknown concept in higher education many educators classify it under the same categories as mobile, blended, online or hybrid learning. The purpose of this study is firstly to clarify the historical evolvement of the seamless learning concept over the past decades and, to position the seamless…
Descriptors: Learning Experience, Higher Education, College Faculty, Teacher Attitudes
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Al-Azawei, Ahmed; Lundqvist, Karsten – Electronic Journal of e-Learning, 2015
Online learning constitutes the most popular distance-learning method, with flexibility, accessibility, visibility, manageability and availability as its core features. However, current research indicates that its efficacy is not consistent across all learners. This study aimed to modify and extend the factors of the Technology Acceptance Model…
Descriptors: Student Attitudes, Online Courses, Psychometrics, Questionnaires
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