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Thiyaporn Kantathanawat; Natarika Thongsomnuek; Mai Charoentham; Paitoon Pimdee – Educational Process: International Journal, 2025
Background/purpose. The increasing prevalence of digital tools in education necessitates models that enhance students' metacognitive skills. Despite this need, limited research exists on structured pedagogical approaches to foster metacognition within digital learning contexts. This study aimed to develop and evaluate the Cognitive Innovation…
Descriptors: Educational Technology, Technology Uses in Education, Metacognition, Skill Development
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Marttinen, Risto; Daum, David; Fredrick, Ray N.; Santiago, Joshua; Silverman, Stephen – Research Quarterly for Exercise and Sport, 2019
Purpose: This study sought to explore students' experiences of the Fitness Integrated with Technology (F.I.T.) unit and of their perceptions of using technology in physical education. Method: This manuscript is part of a larger mixed-methods study that measured student attitude and physical activity (PA) levels of 221 students in sixth, seventh,…
Descriptors: Student Attitudes, Educational Technology, Technology Integration, Physical Fitness
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Kinnebrew, John S.; Loretz, Kirk M.; Biswas, Gautam – Journal of Educational Data Mining, 2013
Computer-based learning environments can produce a wealth of data on student learning interactions. This paper presents an exploratory data mining methodology for assessing and comparing students' learning behaviors from these interaction traces. The core algorithm employs a novel combination of sequence mining techniques to identify deferentially…
Descriptors: Data Analysis, Middle School Students, Information Retrieval, Student Behavior
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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
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Yen, Hung-Chih; Tuan, Hsiao-Lin; Liao, Chi-Hung – Research in Science Education, 2011
The purposes of this study were to investigate students' conceptual learning outcomes and the effect of motivation on students' conceptual learning outcomes in two different contexts: a Web-based and a classroom-based instruction, which incorporated the Dual Situation Learning Model (DSLM). Nine classes of Grade eight students (N = 190) were…
Descriptors: Student Motivation, Multiple Regression Analysis, Internet, Cognitive Development