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Alfredo B. Fuentes Jr. – Mathematics Teaching Research Journal, 2024
The lack of opportunities for students to practice and master their lessons may result in poor performance in advancing mathematics. This technical action research involved high school STEM students in developing TrigOno, a non-digital card game with popular shedding-type gameplay, to address a problem concerning poor student mastery of…
Descriptors: Educational Games, Mastery Learning, Trigonometry, Game Based Learning
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Li, Caimin – Science Insights Education Frontiers, 2020
As the core element of classroom teaching, questions play an essential role in constructing students' knowledge systems and cultivating their ability to discover, explore, analyze, and solve problems. Therefore, the design and application of appropriate questions is the key to the success of classroom teaching. Teaching based on protocol-guided…
Descriptors: Case Method (Teaching Technique), Middle Schools, Case Studies, Instructional Design
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Frick, Theodore W.; Myers, Rodney D.; Dagli, Cesur – Educational Technology Research and Development, 2022
In this naturalistic design-research study, we tracked 172,417 learning journeys of students who were interacting with an online resource, the Indiana University Plagiarism Tutorials and Tests (IPTAT) at https://plagiarism.iu.edu. IPTAT was designed using First Principles of Instruction (FPI; Merrill in Educ Technol Res Dev 50:43-59, 2002,…
Descriptors: Time, Educational Principles, Instructional Design, Instructional Effectiveness
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Ackermans, Kevin; Rusman, Ellen; Brand-Gruwel, Saskia; Specht, Marcus – Educational Technology Research and Development, 2019
For learners, it can be difficult to imagine how to perform a complex skill based on textual information from solely a text-based analytic rubric. Rubrics lack (1) the contextual information needed to convey real-world attributes (2) the dynamic information (such as gesturing in the complex skill of presenting) (3) the procedural information…
Descriptors: Problem Solving, Instructional Design, Video Technology, Scoring Rubrics
Ferrara, Ashley – Aurora Institute, 2021
This case study highlights a high school math teacher's successful journey of taking the steps needed to move away from traditional teaching methods to innovative pedagogies supporting mastery-based teaching and learning. Mastery-based learning (also called competency-based learning) is a shift away from traditional, one-size-fits-all teaching.…
Descriptors: Case Studies, Mastery Learning, High School Teachers, Mathematics Teachers
Macaya, Anthony Melancio – Online Submission, 2020
This study aimed at developing a module in physics based on the assessment of the learning progression of students in physics and science teachers' formative assessment practices. The participants in this study were the Grade 11 students and Junior High School science teachers for the data gathering, science teachers for the design and development…
Descriptors: Learning Processes, Science Instruction, Physics, Science Teachers
de Velasco, Jorge Ruiz; Newman, Elizabeth; Borsato, Graciela – John W. Gardner Center for Youth and Their Communities, 2016
This report proposes a conceptual framework for defining and implementing a system of integrated student supports that provides equitable access to college and career readiness via Linked Learning pathways in high schools. The framework emphasizes the central commitment of the Linked Learning approach to challenge prevailing norms of…
Descriptors: Access to Education, Equal Education, Instructional Design, Integrated Services
Barrus, Angela – ProQuest LLC, 2013
This study empirically evaluated the effectiveness of the instructional design, learning tools, and role of the teacher in three versions of a semester-long, high-school remedial Algebra I course to determine what impact self-regulated learning skills and learning pattern training have on students' self-regulation, math achievement, and…
Descriptors: Learning Strategies, Independent Study, High School Students, Instructional Design
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Redd, Jennifer; Schmidt-Crawford, Denise – Journal of Open, Flexible and Distance Learning, 2011
This study focused on the potential for building 25 high-school students' word knowledge by using a mobile learning device and gaming app. Using a game as an instructional tool is a portable way for students to engage with content. The amount of vocabulary mastered after using the app on the mobile device was examined in relation to a pre-test and…
Descriptors: High School Students, Vocabulary Development, Courseware, Handheld Devices
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Hoon, Teoh Sian; Chong, Toh Seong; Binti Ngah, Nor Azilah – Educational Technology & Society, 2010
The main aim of this study is to integrate cooperative learning strategies, mastery learning and interactive multimedia to improve students' performance in Mathematics, specifically in the topic of matrices. It involved a quasi-experimental design with gain scores and time-on-task as dependent variables. The independent variables were three…
Descriptors: Educational Strategies, Mastery Learning, Cooperative Learning, Academic Ability
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Kay, Robin H.; Knaack, Liesel – Open Learning, 2007
A comprehensive review of the literature on the evaluation of learning objects revealed a number of problem areas, including emphasizing technology ahead of learning, an absence of reliability and validity estimates, over-reliance on informal descriptive data, a tendency to embrace general impressions of learning objects rather than focusing on…
Descriptors: Secondary School Students, Summative Evaluation, Instructional Design, Educational Resources