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Hosseinali Gholami; Nur Azam Abdullah; Adib Hamdani – Mathematics Teaching Research Journal, 2023
Optimization is a vital mathematical concept widely applied in various engineering fields. However, teaching this subject to engineering students often involves abstract materials, making it challenging for them to grasp. To address this issue, a group of five mathematics lecturers collaborated on designing a practical lesson on optimization for…
Descriptors: Mathematics, College Freshmen, Engineering, Lesson Plans
Kiong, Tee Tze; Rusly, Noor Syuhaili Mohd; Hamid, Ruhiana Idayu Abd; Singh, Charanjit Kaur Swaran; Hanapi, Zaliza – Asian Journal of University Education, 2022
Education in Malaysia is transforming to increase students' ability and meet the needs of the industry. In Design and Technology subject, students apply the technology to develop a product capable of solving problems through a project-based learning approach. Therefore, this study aims to (a) identify problems in the implementation of design…
Descriptors: Problem Solving, Student Projects, Active Learning, Program Implementation
Ibrahim, Mohd Faisal; Huddin, Aqilah Baseri; Hashim, Fazida Hanim; Abdullah, Mardina; Rahni, Ashrani Aizzuddin Abd; Mustaza, Seri Mastura; Hussain, Aini; Zaman, Mohd Hairi Mohd – International Journal of Evaluation and Research in Education, 2020
This study examined the educational effects in strengthening programming skills among university's undergraduate engineering students via integration of a robotics project and an experiential learning approach. In this study, a robotics project was conducted to close the gap of students' difficulty in relating the theoretical concepts of…
Descriptors: Programming, Engineering Education, Experiential Learning, Active Learning
Azhar, Sheikh Ahmad Firdaus Jamil; Jalil, Habibah Ab – Asian Journal of University Education, 2022
In the 21st century, mobile games have become a growing interest among children, including primary school students. This can be a great opportunity for instructors to utilize mobile games approaches and students' interest in games for education teaching and learning purposes, specifically in the primary classroom environment. However, there is no…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Mensan, Tracy; Osman, Kamisah; Majid, Nazatul Aini Abdul – Science Education International, 2020
Computational thinking (CT) is increasingly acknowledged as an essential skill to solve problems interdisciplinary. This paper describes the development and validation of the unplugged activity of CT in science (ACTS) module, which is specifically designed to integrate CT. The present study was conducted in five phases: Phase I was composed of…
Descriptors: Learning Modules, Elementary School Science, Scientific Concepts, Content Validity
Hoon, Teoh Sian; Singh, Parmjit – Asian Journal of University Education, 2019
There are challenges in teaching research methodology as highlighted by many researchers. Among the challenges are strategies for putting material in context. For achieving this purpose, students' engagement in the learning process needs to be re-looked. This paper shares on a practice engaging students in a research methodology class. The…
Descriptors: Foreign Countries, Research Methodology, Teaching Methods, Constructivism (Learning)
Lee, Julia; Lim, Ruxin; Mohamad, Fitri S.; Chan, Kim Geok; Mas'ud, Faizah – Journal of University Teaching and Learning Practice, 2023
Collaborative creativity is an essential skill for unleashing university students' skills in team building during complex problem-solving. The aim of this descriptive quantitative research was to examine undergraduate students' perspectives regarding their collaborative creativity experience as game creators for a gamification group assignment…
Descriptors: Cooperative Learning, Creativity, Undergraduate Students, Gamification
Yong, Su Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Game-Based Learning, 2019
This article explores the potential use metacognitive skills learned in computer games to teach mathematics. This study explored the similarities and differences in the learning of metacognitive skills between computer games and mathematics education. A mixed-methods approach was employed in which a quantitative survey (students, n=174) and a…
Descriptors: Metacognition, Thinking Skills, Skill Development, Computer Games
Khalid, Madihah; Embong, Zulmaryan – International Electronic Journal of Mathematics Education, 2020
This research investigated students' sources and causes of errors and misconception in solving routine problems involving addition, subtraction, multiplication, and division of integers. This qualitative study involved observation of eight Year 7 classes and interviews with the respective classroom teachers. Sixteen Year 7 students who exhibit…
Descriptors: Error Patterns, Misconceptions, Problem Solving, Addition
Che Lah, Noor Hidayah; Tasir, Zaidatun; Jumaat, Nurul Farhana – Educational Studies, 2023
The aim of the study was to evaluate the extended version of the Problem-Solving Inventory (PSI) via an online learning setting known as the Online Problem-Solving Inventory (OPSI) through the lens of Rasch Model analysis. To date, there is no extended version of the PSI for online settings even though many researchers have used it; thus, this…
Descriptors: Problem Solving, Measures (Individuals), Electronic Learning, Item Response Theory
Singh, Charanjit Kaur Swaran; Gopal, Revathi; Ong, Eng Tek; Singh, Tarsame Singh Masa; Mostafa, Nor Azmi; Singh, Rhashvinder Kaur Ambar – Malaysian Journal of Learning and Instruction, 2020
Purpose: This study focuses on ESL teachers' strategies that foster higher-order thinking skills when teaching writing to weak ESL learners in two selected secondary schools in Malaysia. The ESL teachers' strategies that encourage higher-order thinking skills when teaching writing to weak ESL learners were recorded and examined to unsure that ESL…
Descriptors: Language Teachers, English (Second Language), Second Language Learning, Teaching Methods
Kabilan, Muhammad Kamarul; Annamalai, Nagaletchimee; Chuah, Kee-Man – Education and Information Technologies, 2023
Literature emphasizes that gamification significantly enhances students' engagement in learning and their motivation level. Studies have also examined the benefits of gamification in learning across different levels of education. However, the focus on academics' pedagogical understanding, knowledge, and skills and how they utilize these in…
Descriptors: Technology Uses in Education, Technology Integration, Gamification, College Faculty
Said Hashim, Khadijah; Mohd Radz, Fatin Aliana; Wan Yunus, Farhana; Dahlan, Nadia Ainuddin; Silah, Sumardianshah; Abdul Wahab, Rohaya – Asian Journal of University Education, 2021
This paper examines peer interactions among preschoolers while playing the board game known as "Buaya di Bawah Jambatan" (BDBJ) particularly in learning "adab" and moral values. Additionally, this study is guided by two research objectives focusing on the nature (types) of interactions among players during the game and…
Descriptors: Peer Relationship, Game Based Learning, Games, Ethical Instruction
Chiew Leng Ng; Cheng Meng Chew – European Journal of Science and Mathematics Education, 2023
Despite statistics learning becoming more important during this information explosion era, many students still deem the subject complex and challenging. Measures of dispersion, a critical component of statistical knowledge that students often struggle with, have received little attention in research on statistics education. The goal of this study…
Descriptors: Error Patterns, Statistics Education, Concept Formation, Mathematical Concepts
Mesgar, Mitra; Tafazoli, Dara – International Journal of Virtual and Personal Learning Environments, 2018
This quantitative study focuses on online metacognitive reading strategies used by 39 Iranian postgraduate students with internal and external locus of control. The students were selected through locus of control questionnaire and it is followed by OSORS questionnaire to measure online metacognitive strategies used by students. The results of…
Descriptors: Metacognition, Online Courses, Reading Strategies, Locus of Control