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Aldo Gordillo; Daniel Lopez-Fernandez – IEEE Transactions on Education, 2024
Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background: Educational escape rooms have been used across a wide variety of disciplines at all levels of education and…
Descriptors: Game Based Learning, Computer Software, Conventional Instruction, Instructional Effectiveness
Samoila, Cornel; Ursutiu, Doru – IEEE Transactions on Education, 2021
Contribution: From the moment when universities began to talk about learning environment instead of classes and schools, a summative notion that entails knowledge transfer heralds an important stage of redefining the basic elements of learning. A learning environment requires the transition from learning rounding off toward open learning, without…
Descriptors: Educational Change, Educational Experiments, Experiential Learning, Conventional Instruction
Rebecca Davis Kelly – ProQuest LLC, 2024
Graphic design students no longer need to attend institutions of higher education (IHE) to gain entry-level skills for a variety of design related areas with the rise of new learning platforms like YouTube, edX, etc. A recent series of studies found that 70% of respondents (working designers) reported learning their craft online. This study…
Descriptors: Shared Resources and Services, Graphic Arts, Teaching Methods, Conventional Instruction
Mohan Honnagudi Gururaj; Nandish Malleshappa; Sankhya Nagesh Nayak; Devaraj Fakkirappa Vadenapur; Benak Patel Medugondanahalli Puradaswamy – Education and Information Technologies, 2024
A Study with undergraduate engineering students was conducted in order to evaluate whether cognitive and comprehending ability can be improved by incorporating the tool based learning. The simulator tools and virtual labs were used to represent tool based learning. The study was conducted on three different years of students. In the first stage…
Descriptors: Undergraduate Students, Engineering Education, Evaluation, Comprehension
Behnam Behforouz; Ali Al Ghaithi – Educational Process: International Journal, 2024
Background/purpose: The present quantitative study investigated the effectiveness of utilizing ChatGPT as an instructional tool to enhance the learners' grammatical proficiency. Materials/methods: The study involved 60 Omani intermediate EFL learners randomly divided into three groups with 20 learners. The control group received traditional…
Descriptors: English (Second Language), Second Language Learning, Artificial Intelligence, Computer Software
Segal, Ruti; Oxman, Victor; Stupel, Moshe – International Electronic Journal of Mathematics Education, 2021
The study aimed to expose how pre-service teachers perceived the value of an inquiry-based geometrical task with dynamic geometry software for increasing and deepening their understanding of the task itself, and for heightening their mathematical, pedagogical, and technological knowledge in the case of reflection and transformation. Twenty-seven…
Descriptors: Mathematics Instruction, Geometry, Computer Software, Pedagogical Content Knowledge
Kalpokaite, Neringa; Radivojevic, Ivana – International Journal of Research & Method in Education, 2020
In today's world of pervasive technology use, online education is rapidly growing. Online learning environments offer a multitude of benefits for both learners and teachers, as there are substantially more accessible and affordable. The present research focuses on teaching the use of qualitative data analysis software (CAQDAS) to researchers.…
Descriptors: Instructional Effectiveness, Data Analysis, Computer Software, Conventional Instruction
Tan, Chekfoung; Casanova, Diogo; Huet, Isabel; Alhammad, Muna – International Journal of Mobile and Blended Learning, 2022
Due to the COVID-19 pandemic, most universities needed to move to online teaching and learning, in some cases with very limited knowledge or experience in running online programmes. Engaging students online has become an imminent challenge that universities and academics are still trying to address. This paper reports on the findings from the…
Descriptors: Blended Learning, Cooperative Learning, COVID-19, Pandemics
Billingsley, William; Torbay, Rosemary; Fletcher, Peter R.; Thomas, Richard N.; Steel, Jim R. H.; Süß, Jörn Guy – ACM Transactions on Computing Education, 2019
One of the challenges of global software engineering courses is to bring the practices and experience of large geographically distributed teams into the local and time-limited environment of a classroom. Over the last 6 years, an on-campus studio course for software engineering has been developed at the University of Queensland (UQ) that places…
Descriptors: Computer Science Education, Universities, Undergraduate Students, Teaching Methods
Banafshi, Marjan; Khodabandeh, Farzaneh; Hemmati, Fatemeh – Turkish Online Journal of Distance Education, 2020
The aim of this article was twofold. First, it considered the effect of social networks (Telegram) on the vocabulary knowledge of the participants, then it compared the participants' responses in IRF (initiation, response, & feedback) pattern in two different settings (traditional class and the online one). A group of foreign language learners…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Teaching Methods
Ajabshir, Zahra Fakher; Sadeghi, Karim – Teaching English with Technology, 2019
This study investigated the effect of computer-assisted instruction (CAI) on adult second language (L2) learners' vocabulary recognition and production across high and low proficiency levels. Seventy-four participants were assigned to experimental (CAI) and control groups. All participants in the CAI group were categorized into high and low…
Descriptors: Asynchronous Communication, Computer Mediated Communication, Computer Assisted Instruction, Second Language Instruction
Katherine J. Stephenson – ProQuest LLC, 2017
While the changing nature of design activity is a topic supported by a range of popular and academic publications, the role that design tools have taken in that change is less well studied. The tools used in the trade, both by industrial designers and mechanical engineers, have undergone a rapid transformation in the last fifty years. The research…
Descriptors: Engineering Education, Digital Literacy, Novices, Majors (Students)
Brooks, Stoney; Taylor, Joseph – Journal of Education for Business, 2016
The authors explore the differences between traditional, book-based methods of teaching Excel and online, platform-supported methods by comparing teaching students in different locations, with and without online support. As Excel is a critical skill for business majors, the authors investigate which methods and locations provide the highest…
Descriptors: Conventional Instruction, Computer Software, Computer Science, Online Courses
Anderson, Neil; McGowan, Aidan; Hanna, Philip; Busch, John – Australian Association for Research in Education, 2015
There is a perception amongst some of those learning computer programming that the principles of object-oriented programming (where behaviour is often encapsulated across multiple class files) can be difficult to grasp, especially when taught through a traditional, didactic "talk-and-chalk" method or in a lecture-based environment. We…
Descriptors: Programming, Concept Formation, Teaching Methods, Creative Teaching
Huang, Biyun; Hwang, Gwo-Jen; Hew, Khe Foon; Warning, Peter – Distance Education, 2019
Gamification offers potential for improving students' online discussion quantity and the depth of discussion content. However, very few studies have examined the social network patterns when students are posting and providing peer-feedback to each other in gamification-based environments. In response to those gaps, this study used a learning…
Descriptors: Computer Games, Peer Relationship, Comparative Analysis, Feedback (Response)