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Dana C. Ernst; Jeffrey Slye – PRIMUS, 2024
The algebraic group Spin[subscript 3 × 3] arises from spinning collections of the numbers 1-9 on a 3×3 game board. The authors have been using this group, as well as a corresponding online application, to introduce undergraduate students to core concepts in group theory. We discuss the benefits of using this deceptively simple, toy-like puzzle in…
Descriptors: Algebra, Numbers, Computer Oriented Programs, Undergraduate Students
Xiangping Cui; Hanqi Zhang; Jun Shen; Susan Zhang; David Stein; Geng Sun; Zihao Zhang – Educational Technology & Society, 2024
With the in-depth development of economic globalization and the increasingly close ties between countries in the world, how to train international talents has become an important topic. Cross-cultural learning is conducive to broadening the horizons of learners and cultivating international talents. An effective network support environment and the…
Descriptors: Learning Activities, Cultural Activities, Cultural Awareness, Cross Cultural Studies
Ho, Yan Yin; Yeo, Eun-Young; Wijaya, Dhaniah Suhana Binte Mohammad – Journal of Continuing Higher Education, 2023
The increasing number of adult learners in higher education is a trend that has been observed in recent years. An impetus for this trend is the need for upskilling and re-skilling in order to stay relevant and employable in today's world of globalised knowledge. However, finding uninterrupted blocks of time to study in adult learners' busy…
Descriptors: Adult Students, Educational Technology, Undergraduate Students, Learning Activities
Marcroft, Tina A.; Rasmussen, Chris; Kelley, Scott T. – Journal of College Science Teaching, 2022
The field of biology education--and other science, technology, engineering, and mathematics (STEM) disciplines more broadly--has witnessed two major shifts in the past decade: (i) the increased awareness of research-based instructional strategies (RBIS) that are beneficial for student learning, and (ii) a recognition of the importance of computing…
Descriptors: STEM Education, Biology, Evidence Based Practice, Computer Oriented Programs
Kabatas, Mustafa – World Journal of Education, 2021
This work; Kastamonu University, Department of Fine Arts Education Faculty of Education was made to students in the Music Department in Turkey. The study is a descriptive field study and it was conducted with a questionnaire model. The study group of this study consists of all students of Kastamonu University Education Faculty Music Education…
Descriptors: Foreign Countries, Music Education, College Students, Telecommunications
Patrick D. Hagge – Journal of Geography in Higher Education, 2024
With the introduction of in-class group-based virtual reality (VR), multiple students can interact in a single shared "metaverse". One geography-focused group VR option is the Wooorld app, available on various Meta Quest unit models. To evaluate the feasibility of group VR in a higher education geography lecture classroom, a pilot study…
Descriptors: Geography, Lecture Method, Computer Simulation, Technology Uses in Education
Vergne, Matthew J.; Smith, J. Dominic; Bowen, Ryan S. – Journal of Chemical Education, 2020
An online virtual escape-room game was created using the Google Forms survey app for an undergraduate chemistry lab class. Zoom video conferencing service was used to make the activity a collaborative learning experience. The theme was an escape from an abandoned chocolate factory, and the students solved problems to move to the next section or…
Descriptors: Undergraduate Students, College Science, Chemistry, Distance Education
Lindín, Carles; Steffens, Karl; Bartolomé, Antonio – Journal of Interactive Media in Education, 2022
In this contribution, we want to share the experiences we had in a project that aimed at helping students select their own learning paths. Learning paths were a specific sequence of "edublocks" (learning activities) first-year students at the University of Barcelona could choose in a course: "Uses, possibilities and limits of…
Descriptors: Student Centered Learning, Course Selection (Students), College Freshmen, Foreign Countries
Olasina, Gbolahan; Kheswa, Siyanda – Knowledge Management & E-Learning, 2021
There is an exponential increase of apprehension in the uptake, affordances and the excessive use of smartphones by multiple categories of users and the impact on the society. The research evaluates excessive use within a user community in a developing country landscape. It is estimated that many young people spend too much time on their phones…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Educational Technology
Hwang, Wu-Yuin; Purba, Siska Wati Dewi; Bao, Shih-Jyun; Ma, Jhao-Heng – IEEE Transactions on Learning Technologies, 2022
This article integrated inquiry behaviors and a guided learning map (gMap) into a mobile app called Ubiquitous-Physics (U-Physics), which helps students to explore inclined plane phenomena in authentic contexts. The article investigated inquiry behaviors such as interpreting graphs, applying formulas, drawing conclusions, and peer collaboration,…
Descriptors: Physics, Science Education, Science Instruction, Computer Oriented Programs
Zhao, Fang – International Journal of Higher Education, 2019
This study investigates the effectiveness of Quizizz on enhancing students' learning experiences in an accounting classroom. Quizizz is an educational app that enables students to participate in fun multiplayer class activities. After doing in-class exercises using Quizizz, students report that this app brings positive impact on their learning…
Descriptors: Accounting, Business Administration Education, College Students, Educational Games
Mallas, Andreas; Xenos, Michalis – International Association for Development of the Information Society, 2019
Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagram[character omitted]atic an environment used to gamify the in-classroom activity of designing diagrams during a lecture. Using Diagram[character omitted]atic the…
Descriptors: Educational Games, Game Based Learning, Handheld Devices, Computer Oriented Programs
Cervi-Wilson, Tiziana; Brick, Billy – Research-publishing.net, 2018
Recent developments in mobile technologies have increased the ways in which languages can be learnt, both within and beyond the classroom. Whereas the use of mobile technologies seems to challenge traditional knowledge and skills acquisition, research shows that foreign language study can be enriched through easy access to resources selected to…
Descriptors: Computer Oriented Programs, Italian, Second Language Learning, Handheld Devices
Webb, C. Lorraine, Ed.; Lindner, Amanda L., Ed. – IGI Global, 2022
With the evolving technologies available to educators and the increased importance of including technologies in the classroom, it is critical for instructors to understand how to successfully utilize these emerging technologies within their curriculum. To ensure they are prepared, further study on the best practices and challenges of…
Descriptors: Preservice Teachers, Elementary Secondary Education, Technology Integration, Standards
McCulloch, Allison; Lovett, Jennifer; Edgington, Cyndi – North American Chapter of the International Group for the Psychology of Mathematics Education, 2017
The purpose of this study is to examine the use of a Vending Machine applet as a cognitive root for the development of preservice teachers understanding of function. The applet was designed to purposefully problematize common misconceptions associated with the algebraic nature of typical function machines. Findings indicated affordances and…
Descriptors: Preservice Teacher Education, Preservice Teachers, Figurative Language, Mathematical Concepts
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