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Showing 1 to 15 of 434 results Save | Export
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Francisco, Virginia; Moreno-Ger, Pablo; Hervas, Raquel – IEEE Transactions on Learning Technologies, 2022
Making students become intrinsically motivated to participate in daily class activities is an open challenge that has been addressed in different ways. In this article, we evaluate the impact of an educational innovation project, named TrivialCV, in terms of student motivation, engagement, and learning outcomes. We analyze the impact of two types…
Descriptors: Competition, Student Participation, Educational Innovation, Teamwork
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Reyssier, Stephanie; Hallifax, Stuart; Serna, Audrey; Marty, Jean-Charles; Simonian, Stephane; Lavoue, Elise – IEEE Transactions on Learning Technologies, 2022
Several studies have been conducted in recent years into the effects of gamification on learner motivation. However, little is known about how learner profiles affect the impact of specific game elements. This article analyzes the effect of a gamified mathematic learning environment on the motivation and the motivated behaviors of 258 learners in…
Descriptors: Game Based Learning, Learning Motivation, Profiles, Mathematics Education
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Jiang, Zhuhan; Huang, Jiansheng – IEEE Transactions on Learning Technologies, 2022
Advanced digital technologies and social media have greatly improved both the learning experience and the assessment convenience, while inadvertently facilitated potential plagiarism and collaborative cheating at the same time. In this article, we will focus on the strategies and their technological implementations to run exams, or in-class tests…
Descriptors: Plagiarism, Educational Technology, Computer Assisted Testing, Cheating
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Lian, Victor; Varoy, Elliot; Giacaman, Nasser – IEEE Transactions on Learning Technologies, 2022
Object-oriented programming (OOP) is a widely used programming paradigm in modern software industry. This makes it an essential skill for students in many disciplines to learn. However, OOP is known to be challenging to learn and teach due to its abstract nature. Studies have shown that students often face difficulties and develop misconceptions…
Descriptors: Programming, Computer Science Education, Visualization, Logical Thinking
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Krieter, Philipp – IEEE Transactions on Learning Technologies, 2022
The time students spend in a learning management system (LMS) is an important measurement in learning analytics (LA). One of the most common data sources is log files from LMS, which do not directly reveal the online time, the duration of which needs to be estimated. As this measurement has a great impact on the results of statistical models in…
Descriptors: Integrated Learning Systems, Learning Analytics, Electronic Learning, Students
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Han, Feifei; Ellis, Robert A.; Pardo, Abelardo – IEEE Transactions on Learning Technologies, 2022
This article uses digital traces to help identify students' online learning strategies by making a clear distinction between the descriptive features (the proportional distribution of students' different online learning actions) and quantitative aspects (the total number of the online learning sessions), a distinction that has not been properly…
Descriptors: Electronic Learning, Learning Strategies, Student Behavior, Educational Environment
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Xie, Charles; Li, Chenglu; Sung, Shannon; Jiang, Rundong – IEEE Transactions on Learning Technologies, 2022
During the COVID-19 pandemic, many students lost opportunities to explore science in labs due to school closures. Remote labs provide a possible solution to mitigate this loss. However, most remote labs to date are based on a somehow centralized model in which experts design and conduct certain types of experiments in well-equipped facilities,…
Descriptors: Learner Engagement, Distance Education, Science Education, COVID-19
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Pelanek, Radek; Effenberger, Tomas – IEEE Transactions on Learning Technologies, 2022
Research in learning technologies is often focused on optimizing some aspects of human learning. However, the usefulness of practical learning environments is heavily influenced by their weakest aspects, and, unfortunately, there are many things that can go wrong in the learning process. In this article, we argue that in many circumstances, it is…
Descriptors: Educational Environment, Educational Technology, Learning Processes, Taxonomy
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Hwang, Wu-Yuin; Purba, Siska Wati Dewi; Bao, Shih-Jyun; Ma, Jhao-Heng – IEEE Transactions on Learning Technologies, 2022
This article integrated inquiry behaviors and a guided learning map (gMap) into a mobile app called Ubiquitous-Physics (U-Physics), which helps students to explore inclined plane phenomena in authentic contexts. The article investigated inquiry behaviors such as interpreting graphs, applying formulas, drawing conclusions, and peer collaboration,…
Descriptors: Physics, Science Education, Science Instruction, Computer Oriented Programs
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Kim, Jihyung; Kim, Kyeongsun; Kim, Wooksung – IEEE Transactions on Learning Technologies, 2022
This article investigated the impact of immersive virtual reality (VR) content, using 360-degree videos, in undergraduate education. To improve the delivery and reality of 360-degree VR content, we filmed the video in the third person so that the viewers could feel like they were in the environment where the lecture was conducted. To verify the…
Descriptors: Computer Simulation, Video Technology, Undergraduate Study, College Students
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Cerezo, Eva; Aguelo, Antonio; Coma, Teresa; Gallardo, Jesus; Garrido, Maria Angeles – IEEE Transactions on Learning Technologies, 2022
Video games can serve as educational tools that make easier the development of creative, critical, and communicative skills. After detecting that video games may decrease physical activity and social interactions, real world is coming back to computer entertainment, with a new gaming genre: Pervasive games. These games integrate physical and…
Descriptors: Video Games, Educational Games, Attention, Interpersonal Competence
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Jyoti, Vishav; Lahiri, Uttama – IEEE Transactions on Learning Technologies, 2022
Children with autism are characterized by milestones in joint attention (JA) skill. They fail to understand the directional cue issued by a partner (during social communication), which often results in them reciprocating inappropriately and not completing the JA bid successfully. The directional cues can be gaze-pointing, finger-pointing, etc.,…
Descriptors: Attention Control, Autism, Pervasive Developmental Disorders, Children
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Han, Peng-Fei; Zhao, Feng-Kui; Zhao, Gang – IEEE Transactions on Learning Technologies, 2022
Mechanical assembly courses are widely set up for mechanical and vehicle engineering majors. Teaching in these classes is traditionally presented in the form of 2-D lectures, which are ineffective for students to understand complex 3-D information. The study presented in this article aimed to investigate whether augmented reality (AR) could…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Fuchimoto, Kazuma; Ishii, Takatoshi; Ueno, Maomi – IEEE Transactions on Learning Technologies, 2022
Educational assessments often require uniform test forms, for which each test form has equivalent measurement accuracy but with a different set of items. For uniform test assembly, an important issue is the increase of the number of assembled uniform tests. Although many automatic uniform test assembly methods exist, the maximum clique algorithm…
Descriptors: Simulation, Efficiency, Test Items, Educational Assessment
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Ntourmas, Anastasios; Dimitriadis, Yannis; Daskalaki, Sophia; Avouris, Nikolaos – IEEE Transactions on Learning Technologies, 2022
One of the main challenges of massive open online courses (MOOCs) is the effective facilitation of learners in the course forum. The more learners participating in the forum, the more difficult it is for instructors to provide timely support. The effective intervention of teaching assistants (TAs) can play a crucial role in mitigating this issue;…
Descriptors: Online Courses, Teaching Assistants, Large Group Instruction, Electronic Learning
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