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Sakon Tangkawsakul; Weerawat Thaikam; Songchai Ugsonkid – Journal of Education and Learning, 2024
Real-world mathematical problem (RWMP) solving and posing are important aspects of teaching and learning mathematical modelling, as well as developing a mathematization disposition for both teachers and students. Several researchers have explored blockages or difficulties in such modelling processes and in problem posing. However, prior research…
Descriptors: Foreign Countries, Preservice Teachers, Mathematics Instruction, Problem Solving
Kathy O’ Sullivan – Mathematics Education Research Group of Australasia, 2024
In Ireland, Initial Teacher Education [ITE] standards require all teachers to possess an adequate level of numeracy themselves in order to teach for numeracy learning across the school curriculum. This paper reports on a study that investigated 204 pre-service post-primary teachers' numeracy capabilities. Analysis of questionnaire data from…
Descriptors: Preservice Teachers, Difficulty Level, Numeracy, Mathematical Concepts
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Tatiana Hochgreb-Hägele; Guilherme Luis Desiderio; Agnaldo Arroio; Andrea Schmitz-Boccia – Intercultural Education, 2025
'Programa de Especialização Docente Brasil' (PED Brasil) is a learning and professional development program in mathematics or science education for primary or secondary in-service schoolteachers. Designed to be a teacher education program that addresses issues related to educational quality and equity in racially, socially, and academically…
Descriptors: Foreign Countries, Mathematics Education, Science Education, Elementary Secondary Education
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Amy Price; Alex Beckey; Dave Collins – Physical Education and Sport Pedagogy, 2024
Background: In recent years there has been a growing interest in potential pedagogical tools to be used in Physical Education (PE), and specifically in games. This has involved the exploration of both Gamification and Digital Video Games Approach (DVGA). Both are viable pedagogical tools for any teacher, and each have clearly different intentions…
Descriptors: Video Games, Gamification, Physical Education, Technology Uses in Education