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Gerke, Philip James – ProQuest LLC, 2013
The study adapted an existing instrument to examine perspective transformation and its associated factors in participants of evangelical faith-based adult nonformal education in the Midwestern United States. Stratified random one-stage cluster sampling of 11 churches produced a nonprobability sample ( N = 597) that was significantly (p < 0.05)…
Descriptors: Adult Education, Religious Education, Christianity, Transformative Learning
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Levy, S. T.; Lahav, O. – Journal of Computer Assisted Learning, 2012
This paper addresses a central need among people who are blind, access to inquiry-based science learning materials, which are addressed by few other learning environments that use assistive technologies. In this study, we investigated ways in which learning environments based on sound mediation can support science learning by blind people. We used…
Descriptors: Assistive Technology, Pretests Posttests, Acoustics, Auditory Stimuli
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Ruiz-Mallen, Isabel; Barraza, Laura; Bodenhorn, Barbara; Reyes-Garcia, Victoria – International Research in Geographical and Environmental Education, 2009
Understanding environmental learning is the first step to constructing successful environmental education programs. Little research has addressed the relation between the environmental knowledge learned inside and outside schools. Environmental educators and ethnobiologists have worked independently, without assessing how school and local…
Descriptors: Environmental Education, Foreign Countries, Indigenous Knowledge, Indigenous Populations
DeRouin-Jessen, Renee E. – ProQuest LLC, 2008
The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's…
Descriptors: Fantasy, Computer Assisted Instruction, Learning Motivation, Rewards