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Showing 1 to 15 of 17 results Save | Export
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Demircioglu, Tuba; Karakus, Memet; Ucar, Sedat – Education Quarterly Reviews, 2022
Science teaching is one of the subjects that has been actively affected by Augmented Reality (AR) technology worldwide. Although the use of AR in science courses is increasing, the effective use of AR still needs improvement. The purpose of this study was to investigate the effect of augmented reality-based argumentation activities in 7th grade…
Descriptors: Computer Simulation, Science Education, Grade 7, Middle School Students
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George Hanshaw; Joanna Vance; Craig Brewer – Open Praxis, 2024
This study examines the impact of AI course assistants on student learning experiences in online undergraduate courses at Los Angeles Pacific University. A controlled experiment involving 92 students across treatment and control groups was conducted to evaluate the effectiveness of AI assistants developed by Nectir. The treatment group had access…
Descriptors: Instructional Effectiveness, Artificial Intelligence, Student Experience, Undergraduate Students
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Kennedy, Ellie; Beaudrie, Brian; Ernst, Dana C.; St. Laurent, Roy – PRIMUS, 2015
This study investigates the effects of applying an inverted classroom model in a second-semester calculus course at a large regional university in the southwest during the Spring of 2013. The sample consisted of four class sections with the same instructor, with a total of 173 students; two class sections were in the experimental group, whereas…
Descriptors: Mathematics Instruction, College Mathematics, Undergraduate Study, Teaching Methods
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Adkins-Jablonsky, Sarah J.; Shaffer, Justin F.; Morris, J. Jeffrey; England, Ben; Raut, Samiksha – CBE - Life Sciences Education, 2021
Anxiety can impact overall performance and persistence in college. Student response systems (SRSs), real-time active-learning technologies used to engage students and gauge their understanding, have been shown to elicit anxiety for some students. Kahoot! is an SRS technology that differs from others in that it involves gamification, the use of…
Descriptors: Audience Response Systems, Anxiety, Introductory Courses, Biology
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Lai, Ting-Ling; Lin, Fang Ting; Yueh, Hsiu-Ping – Interactive Learning Environments, 2020
The purpose of this study is to explore the effectiveness of team-based flipped learning classes on students' learning achievement and motivation. Eighty-two students in two economics classes at a vocational high school participated in the study. This study adopted a pre-test and post-test quasi-experiment design with two teaching approaches…
Descriptors: Blended Learning, Teamwork, Vocational High Schools, Economics Education
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Al-Abdullatif, Ahlam Mohammed – Cogent Education, 2020
This study aimed to investigate the impact of a flipped classroom on the self-regulated learning (SRL) and academic achievement of seventh-grade junior high school students. A quantitative approach was used to compare the traditional and flipped classroom approaches. The data were obtained using the Motivated Strategies for Learning Questionnaire…
Descriptors: Self Management, Academic Achievement, Flipped Classroom, Electronic Learning
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Margolin, Jonathan; Ba, Harouna; Friedman, Lawrence B.; Swanlund, Andrew; Dhillon, Sonica; Liu, Feng – Journal of Research on Technology in Education, 2021
The "Playground Physics" program combines informal, play-based, embodied learning experiences to support middle school students' engagement with and motivation to learn about complex and abstract physics concepts. This experimental design study examines the impact of "Playground Physics" on students' science motivation,…
Descriptors: Program Effectiveness, Playground Activities, Game Based Learning, Informal Education
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Seifert, Tami – International Journal of Mobile and Blended Learning, 2020
The objective of this research was to find out whether the implementation of mobile learning pedagogies in a high school classroom can educate high school students to become independent learners, who are able to regulate their learning, improve their achievements. The findings have been analyzed by taking into consideration the self-regulation…
Descriptors: Electronic Learning, Handheld Devices, English (Second Language), Second Language Instruction
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Lin, Yen-Ting; Jou, Min – Turkish Online Journal of Educational Technology - TOJET, 2013
Advancements in information and communication technology (ICT) allowed several tools and systems to be proposed for improving classroom experiences to both instructors and students. However, most of these tools were brand-new and stand-alone programs that require users to invest additional time and effort to become familiar with their use. This…
Descriptors: Foreign Countries, Educational Technology, Technology Integration, Teaching Methods
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van Vliet, E. A.; Winnips, J. C.; Brouwer, N. – CBE - Life Sciences Education, 2015
In flipped-class pedagogy, students prepare themselves at home before lectures, often by watching short video clips of the course contents. The aim of this study was to investigate the effects of flipped classes on motivation and learning strategies in higher education using a controlled, pre- and posttest approach. The same students were followed…
Descriptors: Video Technology, Educational Technology, Homework, Teaching Methods
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Valencia-Vallejo, Nilson; López-Vargas, Omar; Sanabria-Rodríguez, Luis – Journal of Educators Online, 2018
The present research studies the effects of motivational scaffolding that favor self-efficacy and improve learning achievement in students with different cognitive styles in the Field Dependence/Independence (FDI) dimension, when they interact in an e-learning environment on mathematics. The research has an experimental design with two groups and…
Descriptors: Scaffolding (Teaching Technique), Electronic Learning, Self Efficacy, Cognitive Style
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Lambert, Judy – Technology, Instruction, Cognition and Learning, 2017
Motivation and self-regulation are significant concerns in learning environments that include mechanics of gamification and self-pacing such as in quest-based learning (QBL). QBL is a gamified learning environment designed around quest-like activities, self-pacing, and an external reward system that was offered in an introductory educational…
Descriptors: Educational Environment, Correlation, Student Motivation, Self Management
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Juarez-Collazo, Norma A.; Elen, Jan; Clarebout, Geraldine – Turkish Online Journal of Educational Technology - TOJET, 2013
It is still unclear on what and how tool and learner characteristics influence tool use and consequently performance in computer-based learning environments (CBLEs). This study examines the relationships between tool-related characteristics (tool presentation: non-/embedded tool and instructional cues: non-/explained tool functionality) and…
Descriptors: Student Characteristics, Computer Uses in Education, Correlation, Self Efficacy
Takeda, Masafumi – ProQuest LLC, 2013
As the growing popularity of podcasting and its application in education become more apparent, there have been a number of studies on the academic use of podcasts. A podcast is a digital file that can be delivered automatically to a device such as a portable media player or a computer via the Internet. However, the majority of research studied the…
Descriptors: Handheld Devices, Educational Technology, Japanese, Second Language Learning
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Arend, Bridget – Journal of Educators Online, 2009
Critical thinking is a highly desirable goal of online higher education courses. This article presents qualitative data from a mixed-method study that explores how asynchronous discussions within online courses influence critical thinking among students. In this study, online discussions were related to higher levels of critical thinking, but…
Descriptors: Online Courses, Critical Thinking, Teacher Role, Community Colleges
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