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Showing 1 to 15 of 19 results Save | Export
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Zheng Liang; Riman Ga; Han Bai; Qingbai Zhao; Guixian Wang; Qing Lai; Shi Chen; Quanlei Yu; Zhijin Zhou – British Journal of Educational Technology, 2025
Video-based learning (VBL) is popular, yet students tend to learn video material passively. Instilling teaching expectancy is a strategy to promote active processing by learners, but it is unclear how effective it will be in improving VBL. This study examined the role of teaching expectancy on VBL by comparing the learning outcomes and…
Descriptors: Eye Movements, Teacher Expectations of Students, Video Technology, Educational Strategies
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Julio Navio-Marco; Luis M. Ruiz-Gómez; Raquel Arguedas-Sanz; Carmen López-Martín – Interactive Learning Environments, 2024
The rise of the student as prosumer (producer-consumer) of educational content is a novel development that has hitherto been the subject of very little research, especially in relation to the generation of digital contents and materials for online and hybrid education in particular. This article analyses whether there are patterns of behaviour and…
Descriptors: Foreign Countries, Higher Education, Blended Learning, Behavior Patterns
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Zhuoyao Cui; Haochen Yang – SAGE Open, 2023
This study investigates the influence of game elements on active learning intentions within digital learning platforms. Drawing from a situational perspective, we developed a model and validated it using data from 492 respondents collected via questionnaires. Our findings suggest that while social elements enhance active learning intentions, both…
Descriptors: Educational Technology, Technology Uses in Education, Gamification, Active Learning
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Bramley, Neil R.; Ruggeri, Azzurra – Developmental Psychology, 2022
We explore how children and adults actively experiment within the physical world to achieve different epistemic goals. In our experiment, one hundred one 4- to 10-year-old children and 24 adults either passively observed or used a touchscreen interface to actively interact with objects in a dynamic physical microworld with the goal of inferring…
Descriptors: Active Learning, Computer Uses in Education, Courseware, Physics
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Ferdiani, Rosita Dwi; Manuharawati; Khabibah, Siti – European Journal of Educational Research, 2022
This study aimed to describe the creative thinking process of students with active learning styles in proposing and solving problems on geometry material. The research instruments were Honey and Mumford's Learning Style Questionnaire (LSQ), problem-solving and submission test sheets, and interview guidelines. The LSQ questionnaire was distributed…
Descriptors: Cognitive Style, Foreign Countries, Geometry, Mathematics Instruction
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Kallarackal, Angy J. – Teaching of Psychology, 2023
Background: The goals of laboratory experiences include developing knowledge base, research skills, and scientific communication abilities. Objective: The aim was to assess an inquiry-based laboratory activity using the model organism "Caenorhabditis elegans" in relation to learning goals. Method: Students in a "Biopsychology"…
Descriptors: Laboratory Experiments, Biology, Psychology, Communication Skills
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Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
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Xiao-Fan Lin; Gwo-Jen Hwang; Jing Wang; Yue Zhou; Wenyi Li; Jiachun Liu; Zhong-Mei Liang – Interactive Learning Environments, 2023
Augmented reality (AR) can represent a contextualised scientific inquiry environment in which students may explore the real world and develop science process skills via interacting with rich information from virtual systems. However, it remains a challenge for most students to complete scientific inquiry tasks without proper support. Research…
Descriptors: Computer Simulation, Active Learning, Inquiry, Behavior Patterns
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Shin, Suhkyung; Brush, Thomas A.; Glazewski, Krista D. – Educational Technology Research and Development, 2020
The purpose of this study was to identify types and patterns of peer scaffolding that occur during inquiry-based learning (IBL) group activities. It employed a single instrumental case approach that integrated quantitative and qualitative analyses of data gathered from 21 students in a ninth grade biology course. A verbal analysis, a content…
Descriptors: Scaffolding (Teaching Technique), Peer Relationship, Technology Integration, Social Networks
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Ruiperez-Valiente, Jose A.; Gaydos, Matthew; Rosenheck, Louisa; Kim, Yoon Jeon; Klopfer, Eric – IEEE Transactions on Learning Technologies, 2020
Learning games have great potential to become an integral part of new classrooms of the future. One of the key reported benefits is the capacity to keep students deeply engaged during their learning process. Therefore, it is necessary to develop models that can measure quantitatively how learners are engaging with learning games to inform game…
Descriptors: Behavior Patterns, Learner Engagement, Learning Analytics, Computer Games
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Bird, Taylor D.; Rice, Amber H. – Journal of Agricultural Education, 2021
The Curriculum for Agricultural Science Education (CASE) is a national curriculum model used to promote inquiry-based learning, with a focus on facilitating student development of critical thinking skills through hands-on application. However, limited research has been conducted on how agriculture teachers are using the curriculum after completing…
Descriptors: Agricultural Education, Agriculture Teachers, High School Teachers, Science Education
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Mawad, Ghada – International Journal of Education and Practice, 2020
This study aimed to investigate the impact of electronic synchronous and asynchronous interaction patterns, in a learning environment based on collaborative learning and instructional anchors, on developing instructional design skills and achievement motivation. A quasi-experimental design was used to develop a theoretical framework and research…
Descriptors: Interaction, Behavior Patterns, Cooperative Learning, Instructional Design
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Forbes, Cory T.; Neumann, Knut; Schiepe-Tiska, Anja – International Journal of Science Education, 2020
Scientific literacy is a central aim of science education. The "Programme for International Student Assessment" (PISA) provides a measure of secondary students' scientific literacy and reported science instruction in 72 countries. Researchers have analyzed PISA data to identify important relationships between science instruction and…
Descriptors: Active Learning, Inquiry, Science Instruction, Science Achievement
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Hwang, Gwo-Jen; Chen, Chih-Hung – British Journal of Educational Technology, 2017
In this paper, an inquiry-based ubiquitous gaming approach was proposed. The objective of the study was to enhance students' performances in in-field learning activities. To show the advantages of the approach, an experiment was carried out to assess the effects of it on students' learning achievement, motivation, critical thinking, and problem…
Descriptors: Active Learning, Inquiry, Educational Games, Design
Geigle, Chase – ProQuest LLC, 2018
There are two primary challenges for instructors in offering a high-quality course at large scale. The first is scaling educational experiences to such a large audience. The second major challenge encountered is that of enabling adaptivity of the educational experience. This thesis addresses both major challenges in the way of high-quality…
Descriptors: Barriers, Educational Quality, Computer Assisted Testing, Educational Experience
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