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Showing 1 to 15 of 26 results Save | Export
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Gabor, Donna Hembra; Canaway Camano, Leona Marie – Journal of Science Learning, 2023
This study aimed to examine learners' perspectives on the hybrid learning approach, using printed modules and social media as learning materials to redesign science courses and improve their performances. This study involved 37 students from Tacuyong Sur National High School, 20 from the Grade 9 class and 17 from the Grade 12 Technical Vocational…
Descriptors: Foreign Countries, Instructional Design, Science Education, High School Students
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Cirkony, Connie; Tytler, Russell; Hubber, Peter – Educational Technology Research and Development, 2022
Inquiry-based representation-focused approaches in science education have shown promising outcomes when students engage in knowledge building via an active process of constructing, coordinating, and evaluating representations. To date, much of the existing research around these approaches has taken place in pre-digital classrooms, but the…
Descriptors: Science Education, Science Instruction, Inquiry, Active Learning
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Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
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Sofkova Hashemi, Sylvana – Designs for Learning, 2022
Drawing on experiences from a large-scale Nordic co-design research project, this paper explores the development of cross-border blended education with the aim to strengthen students' Nordic identity and knowledge of neighboring Nordic languages illuminating the flow of didactical designs students were offered to engage in, i.e. the knowledge…
Descriptors: Foreign Countries, Instructional Design, Blended Learning, Educational Development
Elizalde, Ricardo Omar, Sr. – ProQuest LLC, 2018
This qualitative design based research study examined the Connected Learning theoretical framework coupled with academic language scaffolds for Long Term English Learners (LTELs) in a secondary public school setting. The participants of this study were students that have been in the United States for more than six years and have yet to be…
Descriptors: Qualitative Research, English Language Learners, Grade 9, High School Students
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Richard, Gabriela T.; Giri, Sagun – ACM Transactions on Computing Education, 2019
This article proposes and explores the kinds of computational thinking, creative practices, design activities, and inclusive learning opportunities provided to diverse high school youth when designing integrated systems through simultaneously physically and digitally responsive wearable games and systems. Previous work in this area, conducted by…
Descriptors: High School Students, Computation, Thinking Skills, Creativity
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
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Amanda Bastoni; Jayson Seaman; Andrew D. Coppens; Cindy L. Hartman – Connected Science Learning, 2024
This article describes methods and findings from a study focused on youth living in rural communities in northern New Hampshire who struggle with accessing STEM learning opportunities because of economic underinvestment and geographical isolation. These challenges also negatively impact researchers hoping to learn how rural youth benefit from…
Descriptors: Learner Engagement, Informal Education, STEM Education, Citizen Participation
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Melo, Mário – International Journal of Instruction, 2018
In this paper, readers are guided through the design and development of educational programs based on the 4C/ID model. This was illustrated via a practical example in Physics education, to teach the theme "Electrical circuits" to students of the 9th grade of compulsory education. In the article, the followed steps are described, from…
Descriptors: Models, Physics, Science Education, Instructional Design
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Leo, Jonathan; Puzio, Kelly – Journal of Science Education and Technology, 2016
This paper reports on a quasi-experimental study examining the effectiveness of flipped instruction in a 9th grade biology classroom. This study included four sections of freshmen-level biology taught by the first author at a private secondary school in the Pacific Northwest. Using a block randomized design, two sections were flipped and two…
Descriptors: Blended Learning, Educational Technology, Homework, Technology Uses in Education
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Pohnl, Sabine; Bogner, Franz X. – Journal of Educational Computing Research, 2012
Up to now, only a few studies in multimedia learning have focused on gender effects. While research has mostly focused on learning success, the effect of gender on instructional efficiency (IE) has not yet been considered. Consequently, we used a quasi-experimental design to examine possible gender differences in the learning success, mental…
Descriptors: Instructional Design, Groups, Quasiexperimental Design, Gender Differences
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Bhagat, Kaushal Kumar; Chang, Chun-Yen – EURASIA Journal of Mathematics, Science & Technology Education, 2015
Students often find geometrical concepts abstract and difficult to understand. This results in poor performance, which contributes in the declining interest in geometry. The aim of this study was to examine the impact of using the free educational software program, "GeoGebra" on 9th grade student's mathematics achievement in learning…
Descriptors: Foreign Countries, Mathematics Instruction, Educational Technology, Technology Uses in Education
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Yang, Ya-Ting Carolyn – Computers & Education, 2012
This study investigates the effectiveness digital game-based learning (DGBL) on students' problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a…
Descriptors: Grade 9, Civics, Academic Achievement, Learning Motivation
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Lewis, Matthew; Steele, Jennifer L.; Santibañez, Lucrecia; Stecher, Brian M.; Hamilton, Laura; Faxon-Mills, Susannah; Rudnick, Mollie – Society for Research on Educational Effectiveness, 2013
Proficiency-based or competency-based approaches to education are undergoing a resurgence in both K-12 and higher education settings, spurred in part by advances in digital learning technologies. These approaches allow students to progress at their own pace through a diverse range of personalized learning experiences aligned to students'…
Descriptors: Pilot Projects, Learning Experience, Outcomes of Education, Program Implementation
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Osler, James Edward – Journal on School Educational Technology, 2013
This paper discusses the implementation of the Tri-Squared Test as an advanced statistical measure used to verify and validate the research outcomes. This type of statistical measure is ideal for teachers professional development as educators can create and validate instruments for educational settings. The initial research investigation published…
Descriptors: Research Design, Elementary Secondary Education, Professional Development, Mixed Methods Research
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