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Carlos Vázquez-Martín; José M. Ramírez-Hurtado; Esteban Vázquez-Cano – International Journal of Technology in Education, 2025
This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the…
Descriptors: Video Games, Influence of Technology, Creativity, Student Behavior
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Marcal, Leah – Journal of Instructional Pedagogies, 2018
Faced with shrinking state funds, rising student demand, high failure rates, and racial and ethnic achievement gaps, the introductory microeconomics course became a bottleneck for business students at California State University, Northridge. The Economics Department responded with the creation of a flipped, introductory microeconomics course where…
Descriptors: Economics Education, Microeconomics, Homework, Video Technology
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Teresa M. Ober; Ying Cheng; Meghan R. Coggins; Paul Brenner; Janice Zdankus; Philip Gonsalves; Emmanuel Johnson; Tim Urdan – Computer Science Education, 2024
Background and Context: Differences in children's and adolescents' initial attitudes about computing and other STEM fields may form during middle school and shape decisions leading to career entry. Early emerging differences in career interest may propagate a lack of diversity in computer science and programming fields. Objective: Though middle…
Descriptors: Middle School Students, Student Attitudes, Computer Science Education, STEM Education
Ryan Sherwood – ProQuest LLC, 2023
This study examined the effect of mandated school closures during the COVID-19 pandemic on student learning loss and the effects of a rapid shift in instructional modality. The research study focused on comparing the academic year results of 2021-2022 to the year of 2018-2019 in English language arts and mathematics assessments, specifically using…
Descriptors: School Closing, COVID-19, Pandemics, Achievement Gains
Mallernee, Nora – ProQuest LLC, 2017
This non-experimental correlational quantitative study was designed to explore the effects of specialized professional development, age, gender, and years of teaching experience on the successful integration of iPads into classroom literacy education among K-6 students. The study uses the teachers' Technological Pedagogical Content Knowledge…
Descriptors: Qualitative Research, Correlation, Faculty Development, Age Differences
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Zummo, Lynne M.; Brown, Bryan A. – International Technology and Education Journal, 2020
Flipped instruction--the replacement of traditional in-class lecture with at-home, multimedia instruction--continues to grow in popularity. The existing evidence to support its effectiveness in K-12 science classrooms lacks substantial quantitative data to warrant such an enthusiastic embrace. The objective of this study was to clarify the…
Descriptors: Flipped Classroom, Science Instruction, Student Attitudes, Academic Achievement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Harris, Camille A. – ProQuest LLC, 2018
There has been much discussion over which environment most effectively provides optimum support and motivates student learning. It was discovered through the review of research literature that traditional face-to-face, a combination of face-to-face and online (blended), and solely online learning each provides a learning environment that appeals…
Descriptors: Learner Engagement, Student Motivation, Active Learning, Student Projects
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Kooiman, Brian J.; Sheehan, Dwayne P.; Wesolek, Michael; Reategui, Eliseo – International Journal of Distance Education Technologies, 2016
For many the thought of students taking an online course conjures up images of students sitting at a computer desk. Students taking online physical education (OLPE) at home may lack opportunities for competitive or cooperative physical activity that are available to students in a traditional setting. Active video games (exergames) can be played…
Descriptors: Physical Education, Online Courses, Physical Activity Level, Video Games
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Setzekorn, Kristina, Ed.; Patnayakuni, Nainika, Ed.; Burton, Tina, Ed. – IGI Global, 2020
Education has until recently promoted social mobility, broad economic growth, and democracy. However, modern universities direct policy and resources toward criteria that exacerbate income inequality and reduce social mobility. Online education can make education more socially, geographically, temporally, and financially accessible, impacting the…
Descriptors: Higher Education, Online Courses, Distance Education, Educational Technology
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Brown, Bryan A.; Edouard, Kareem – Equity & Excellence in Education, 2017
The technology education movement includes the introduction and application of digital books into science classrooms. These digital books are attractive alternatives to traditional texts because they can be customized for students. This qualitative study examined 35 students as they customized their own digital books. Using a variety of digital…
Descriptors: Language Usage, Race, Cues, Technology Education
Wang, Jianjun; Hu, Charlene – Online Submission, 2017
As the largest higher education system across the nation, California State University (CSU) has been championing advancements in instructional technology and teaching innovations across face-to-face, interactive television, hybrid, and online platforms. This report focuses on needs pertinent to the southern San Joaquin Valley and Antelope Valley.…
Descriptors: State Universities, Quality Assurance, College Students, Teacher Education
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Howard, Keith E.; Curwen, Margie Sauceda; Howard, Nicol R.; Colón-Muñiz, Anaida – Urban Education, 2015
The researchers examined the online social networking attitudes of underperforming Latino high school students in an alternative education program that uses technology as the prime venue for learning. A sequential explanatory mixed methods study was used to cross-check multiple sources of data explaining students' levels of comfort with utilizing…
Descriptors: Social Media, Social Networks, Hispanic American Students, High School Students
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LaForce, Melanie; Zuo, Huifang; Ferris, Kaitlyn; Noble, Elizabeth – European Journal of STEM Education, 2019
Background: Over the past two decades, inclusive STEM (science, technology, engineering, and mathematics) high schools have emerged as one strategy for increasing and broadening participation in STEM majors and careers, particularly for currently underrepresented students in those fields. However, limited research has examined whether strategies…
Descriptors: STEM Education, Gender Differences, Racial Differences, Ethnicity
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