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Uckarajade Sihawong; Songsak Phusee-orn – Journal of Education and Learning, 2024
This study pursues a comprehensive tripartite agenda: firstly, to investigate the essential requisites for formulating a model geared towards augmenting teachers' 21st century learning management competencies; secondly, to design a tailored model aligned with these competencies; and thirdly, to scrutinize the tangible impact of model…
Descriptors: Junior High School Teachers, 21st Century Skills, Stakeholders, Models
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Srisawat, Surasak; Piriyasurawong, Pallop – International Education Studies, 2022
This research aimed to develop metaverse virtual learning management based on gamification techniques model (MVLM-Gt model) and to evaluate the appropriateness of the model. The research methodology was divided into two parts in accordance with these aims. The first part was the design of the learning step using metaverse virtual learning…
Descriptors: Educational Technology, Gamification, Models, Computer Simulation
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2017
For the fortieth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. The Proceedings of AECT's Convention are published in two volumes.…
Descriptors: Conference Papers, Educational Technology, Technology Uses in Education, Educational Games
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Khajornsilp, Jirawat; Mahaniyom, Sobson; Kenjaturas, Aungsumalin – Journal of Curriculum and Teaching, 2021
The objectives of this research were: (1) to develop a teaching model of physical education after the COVID-19 situation based on the concept of proactive learning in combination with digital technology media; (2) to compare the students' proactive learning behavior with digital technology media between the experimental group and the control…
Descriptors: Physical Education, Active Learning, Educational Technology, Technology Uses in Education
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory
Na-songkhla, Jaitip – Online Submission, 2011
This paper presents a model of learning in a workplace, in which an online course provides flexibility for staff to learn at their convenient hours. A motivation was brought into an account of the success of learning in a workplace program, based upon Behaviorist learning approach--an online mentor and an accumulated learning activities score was…
Descriptors: Electronic Learning, Constructivism (Learning), Socialization, Mentors
Wallace, Merle; Athamesara, Raynou – International Education Journal, 2004
The notion of a community curriculum in Thailand comes from widespread recognition that Thai society has been greatly influenced by the west in its development and modernization. According to many Thais, community curricula are needed to encourage young people to preserve Thai culture and revive local ways of thinking about "development"…
Descriptors: Multicultural Education, Foreign Countries, Minority Groups, Teacher Researchers
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Wanglang, Chotika; Chatwattana, Pinanta – Journal of Education and Learning, 2023
This research are develop the project-based learning model using gamification which can be used as a guideline to develop the project-based learning system using gamification to enhance 21st century learners through the six steps of project-based learning process and instruction activities using gamification; thereby, users can interact and…
Descriptors: Student Projects, Active Learning, Models, Gamification
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Phanuwat Kongkhen; Pinanta Chatwattana – Higher Education Studies, 2023
The design of the project-based learning, or PjBL, via brainstorming with metaverse to promote multimedia production skills is based on the integration of the concepts of project-based learning processes via brainstorming with virtual world technologies for use in the instruction management. Thereby, the instruction management in this way is said…
Descriptors: Student Projects, Active Learning, Teaching Methods, Brainstorming
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Binsaleh, Sariya; Binsaleh, Muazzan – Asian Journal of University Education, 2020
The research "teaching and learning process by integrating information and communication technology for Islamic private schools in the three southernmost provinces of Thailand in the 21st Century" aimed to determine the integration of information technology for the design and development of innovative forms of teaching in line with the…
Descriptors: Foreign Countries, Technology Integration, Private Schools, Islam
Binson, Bussakorn – Online Submission, 2009
This paper describes a series of experiential educational exercises developed to better engage and more effectively educate master degree students in the necessary foundation skills that comprise a true scholar. It was developed from the atmosphere of viewing the initial disengagement of my students while at the same time recalling, as a student,…
Descriptors: Educational Methods, Personality Traits, Active Learning, Inquiry