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Showing 61 to 75 of 164 results Save | Export
Chen, Wenli; Chan, Tak Wai; Wong, Lung Hsiang; Looi, Chee Kit; Liao, Calvin C. Y.; Cheng, Hercy N. H.; Wong, Su Luan; Mason, Jon; So, Hyo-Jeong; Murthy, Sahana; Gu, Xiaoqing; Pi, Zhongling – Research and Practice in Technology Enhanced Learning, 2020
Interest-driven creator (IDC) theory is a design theory that intends to inform the design of future education in Asia. It consists of three anchored concepts, namely, interest, creation, and habit. This paper presents the third anchored concept habit as well as the habit loop. IDC theory assumes that learners, when driven by interest, can be…
Descriptors: Student Interests, Instructional Design, Habit Formation, Learner Engagement
Tan, Boon See; Wong, Su Luan – Research and Practice in Technology Enhanced Learning, 2020
This research was undertaken to identify the learning approaches used by Malaysian secondary school students of Principles of Accounting in the context of ICT-supported learning environments. The revised Two-Factor version of the Learning Process Questionnaire (R-LPQ-2F) was adapted to appraise the learning approaches used, while the…
Descriptors: Foreign Countries, Learning Strategies, Learning Processes, Secondary School Students
Sadita, Lia; Hirashima, Tsukasa; Hayashi, Yusuke; Wunnasri, Warunya; Pailai, Jaruwat; Junus, Kasiyah; Santoso, Harry Budi – Research and Practice in Technology Enhanced Learning, 2020
The design of interactions among peers plays a key role in collaborative learning. Various strategies have been applied to assist learners in collaborating and creating a continuous effort to construct and maintain shared knowledge, such as utilizing a concept map as a representational tool during discourse. Some previous studies have revealed its…
Descriptors: Concept Mapping, Cooperative Learning, Algebra, Comprehension
Pugh, Debra; De Champlain, André; Gierl, Mark; Lai, Hollis; Touchie, Claire – Research and Practice in Technology Enhanced Learning, 2020
The purpose of this study was to compare the quality of multiple choice questions (MCQs) developed using automated item generation (AIG) versus traditional methods, as judged by a panel of experts. The quality of MCQs developed using two methods (i.e., AIG or traditional) was evaluated by a panel of content experts in a blinded study. Participants…
Descriptors: Computer Assisted Testing, Test Construction, Multiple Choice Tests, Test Items
de Leng, Bas; Pawelka, Friedrich – Research and Practice in Technology Enhanced Learning, 2020
This study aims to contribute to empirical and interdisciplinary knowledge on how visual learning analytics tools can support students' cognitive engagement in complex in-class scenarios. Taking a holistic approach, instructional design, learning analytics, and students' perceptions were examined together. The teaching of systematic viewing and…
Descriptors: Medical Education, Teaching Methods, Vignettes, Radiology
Sadita, Lia; Hirashima, Tsukasa; Hayashi, Yusuke; Furtado, Pedro G. F.; Junus, Kasiyah; Santoso, Harry Budi – Research and Practice in Technology Enhanced Learning, 2020
Collaborative learning requires a structured and open environment where individuals can actively exchange and elaborate their ideas to achieve a high-quality problem-solving solution. The use of concept map has been extensively implemented to facilitate idea generation and maintain shared focus during discussion. This study employs the Reciprocal…
Descriptors: Cooperative Learning, Concept Mapping, Problem Solving, Teaching Methods
Deep, Anurag; Murthy, Sahana; Bhat, Jayadeva – Research and Practice in Technology Enhanced Learning, 2020
Bioscientists such as geneticists and molecular biologists regularly demonstrate the integration of domain concepts and science inquiry practices/skills while explaining a natural phenomenon. The complexity of these concepts and skills becomes manifold at the tertiary undergraduate level and are known to be challenging for learners. They learn…
Descriptors: Technology Uses in Education, Electronic Learning, Scaffolding (Teaching Technique), Genetics
Coma-Rosellé, Teresa; Blasco-Serrano, Ana Cristina; Garrido Laparte, María Ángeles; Aguelo Arguis, Antonio – Research and Practice in Technology Enhanced Learning, 2020
The PASS intelligence theory (Planning, Attention-Arousal, Simultaneous and Successive) was used together with Feuerstein's mediation model to develop a system of categories for mediation in educational games. This system was used to analyze and improve the design of interactive games that can enhance mediation in learning, particularly in…
Descriptors: Educational Games, Attention Deficit Hyperactivity Disorder, Mediation Theory, Children
Heinonen, Kirsi; De Grez, Nore; Hämäläinen, Raija; De Wever, Bram; van der Meijs, Sophie – Research and Practice in Technology Enhanced Learning, 2020
A collaboration script is a set of instructions used to improve collaborative learning among students in technology-enhanced environments. Previously, university students' perspective has been under-represented in the study on collaboration scripts. In this article, we focus on understanding students' experiences in a scripted collaborative…
Descriptors: Collaborative Writing, Writing Instruction, Teaching Methods, Undergraduate Students
Busebaia, Toqa Jameel Abbas; John, Bindu – Research and Practice in Technology Enhanced Learning, 2020
The study aimed to assess the nursing students' class engagement and academic performance using flipped class using a mixed-methods research and explored their feedback and perceptions about the flipped classroom (FCR) in comparison to the current teaching methodology. Participants were 22 females and 4 males, selected through convenience sampling…
Descriptors: Blended Learning, Teaching Methods, Nursing Education, Student Attitudes
Bovermann, Klaudia; Bastiaens, Theo J. – Research and Practice in Technology Enhanced Learning, 2020
Motivation is a crucial factor for students' learning behavior and plays a key role in the concept of gamification to foster students' motivation through specific gamification mechanics and elements. User types for gamification and associated gamification mechanics can classify students' interests and learning preferences and provide explanations…
Descriptors: Student Motivation, Game Based Learning, Educational Games, Teaching Methods
Olaniyi, Nkaepe E. E. – Research and Practice in Technology Enhanced Learning, 2020
There is so-called troublesome knowledge in every subject. There is various subject-specific research available on what these particular concepts are, as well as some examples of how to help students cross those thresholds. There is, however, a gap in the area of implementation, a more practical format for addressing student learning when there…
Descriptors: Fundamental Concepts, Blended Learning, Instructional Design, Active Learning
Wong, Lung-Hsiang; Chan, Tak-Wai; Chen, Wenli; Looi, Chee-Kit; Chen, Zhi-Hong; Liao, Calvin C. Y.; King, Ronnel B.; Wong, Su Luan – Research and Practice in Technology Enhanced Learning, 2020
Numerous studies have shown that learning is enhanced when students show interest in the subject matter. However, educators continue to grapple with the challenges, or simply do not recognize their potential roles, in the development of students' academic interest and interest in learning in general. This conceptual paper is written under the…
Descriptors: Student Interests, Learner Engagement, Skill Development, Creativity
Andoko, Banni Satria; Hayashi, Yusuke; Hirashima, Tsukasa; Asri, Atiqah Nurul – Research and Practice in Technology Enhanced Learning, 2020
Reading comprehension for English as foreign language (EFL) students is crucial. Available information is mostly written in English, which becomes a problem for students from non-English-speaking countries. Such students should master English first in order to understand the information. This research offers a method to improve English reading…
Descriptors: Reading Comprehension, English (Second Language), Reading Skills, Concept Mapping
Villamor, Maureen M. – Research and Practice in Technology Enhanced Learning, 2020
High attrition and dropout rates are common in introductory programming courses. One of the reasons students drop out is loss of motivation due to the lack of feedback and proper assessment of their progress. Hence, a process-oriented approach is needed in assessing programming progress, which entails examining and measuring students' compilation…
Descriptors: Novices, Problem Solving, Computer Science Education, Introductory Courses
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