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Showing 1 to 15 of 21 results Save | Export
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Sjors Verstege; Yingbin Zhang; Peter Wierenga; Luc Paquette; Julia Diederen – Technology, Knowledge and Learning, 2024
In natural science education, experiments often lead to the collection of raw data that need to be processed into results by doing calculations. Teaching students how to approach such calculations can be done using digital learning materials that provide guidance. The goal of this study was to investigate students' behaviour regarding the use of…
Descriptors: Sequential Approach, Student Behavior, Guidance, Computation
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El Aouifi, Houssam; El Hajji, Mohamed; Es-Saady, Youssef; Douzi, Hassan – Education and Information Technologies, 2021
This paper analyzes how learners interact with the pedagogical sequences of educational videos, and its effect on their performance. In this study, the suggested video courses are segmented on several pedagogical sequences. In fact, we're not focusing on the type of clicks made by learners, but we're concentrating on the pedagogical sequences in…
Descriptors: Video Technology, Student Behavior, Prediction, Learning Analytics
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Kubra Sayar; Emrah Gulboy; Serife Yucesoy-Ozkan; Muhammet Sait Baran – Behavioral Disorders, 2024
Non-compliance is a challenge for practitioners serving children with and without disabilities. Many interventions have been developed to increase compliance. High-probability request sequences (HPRS), an antecedent-based intervention that is based on behavioral momentum theory, is one way to increase compliant behavior. HPRS includes the…
Descriptors: Compliance (Psychology), Students with Disabilities, Probability, Sequential Approach
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Yang, Xiaotong; Rahimi, Seyedahmad; Fulwider, Curt; Smith, Ginny; Shute, Valerie – Educational Technology Research and Development, 2022
The current study investigated students' gameplay behavioral patterns as a function of in-game learning supports delivery timing when played a computer-based physics game. Our sample included 134 secondary students (M = 14.40, SD = .90) from all over the United States, who were randomly assigned into three conditions: receiving instructional…
Descriptors: Student Behavior, Educational Games, Game Based Learning, Problem Solving
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Çebi, Ayça; Araújo, Rafael D.; Brusilovsky, Peter – Journal of Research on Technology in Education, 2023
Online learning systems allow learners to freely access learning contents and record their interactions throughout their engagement with the content. By using data mining techniques on the student log data of those systems, it is possible to examine learning behavior and reveal navigation patterns through learning contents. This study was aimed at…
Descriptors: Individual Characteristics, Electronic Learning, Student Behavior, Learning Management Systems
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Maag, John W. – Journal of Education and Learning, 2020
High probability request (high-"p") sequences, based on the momentum of behavior principle, have been an effective intervention for improving compliance and work completion for students who display challenging behaviors. They have been portrayed as a low-intensity intervention because of being perceived as simple, clear, and easy for any…
Descriptors: Probability, Sequential Approach, Intervention, Compliance (Psychology)
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Sung, Euisuk; Kelley, Todd R. – International Journal of Technology and Design Education, 2019
Design is a key element of both the teaching and learning of engineering and technology. However, the process of engineering design has yielded limited research results. This study explored the iterative design process by searching for sequential design thinking patterns. The researchers collected nine concurrent think-aloud protocols from…
Descriptors: Sequential Approach, Design, Thinking Skills, Engineering Education
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Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
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Yang, Kai-Hsiang – Interactive Learning Environments, 2017
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
Descriptors: Educational Games, Electronic Learning, Mastery Learning, Learning Theories
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Codina, A.; Cañadas, M. C.; Castro, E. – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The macroscopic perspective is one of the frameworks for research on problem solving in mathematics education. Coming from this perspective, our study addresses the stages of thought in mathematical problem solving, offering an innovative approach because we apply sequential relations and global interrelations between the different…
Descriptors: Problem Solving, Mathematics Instruction, Sequential Approach, Observation
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Wu, Sheng-Yi; Hou, Huei-Tse – Journal of Educational Computing Research, 2015
Cognitive styles play an important role in influencing the learning process, but to date no relevant study has been conducted using lag sequential analysis to assess knowledge construction learning patterns based on different cognitive styles in computer-supported collaborative learning activities in online collaborative discussions. This study…
Descriptors: Cognitive Style, Student Behavior, Problem Solving, Discussion (Teaching Technique)
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Keen, Deb; Pennell, Donna – Australasian Journal of Special Education, 2015
Identifying and using preferred items and activities to increase motivation and participation of children with autism spectrum disorder (ASD) has been an important and frequently used intervention strategy. Preferred objects, typically identified through a preference assessment, are most frequently used during instruction as reinforcers. These…
Descriptors: Autism, Pervasive Developmental Disorders, Vocabulary Development, Time on Task
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Wang, Shu-Ming; Hou, Huei-Tse; Wu, Sheng-Yi – Educational Technology Research and Development, 2017
Instructional strategies can be helpful in facilitating students' knowledge construction and developing advanced cognitive skills. In the context of collaborative learning, instructional strategies as scripts can guide learners to engage in more meaningful interaction. Previous studies have been investigated the benefits of different instructional…
Descriptors: Cognitive Processes, Electronic Journals, Student Journals, Web Based Instruction
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Cheng, Kun-Hung; Hou, Huei-Tse – Technology, Pedagogy and Education, 2015
Previous research regarding peer assessment has investigated the relationships between peer feedback and learners' performance. However, few studies investigate in-depth learning processes during technology-assisted peer assessment activities, particularly from affective, cognitive, and metacognitive perspectives. This study conducts a series of…
Descriptors: Behavior Patterns, Student Behavior, Metacognition, Peer Evaluation
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Pfeifer, Douglas – Reclaiming Children and Youth, 2013
Routine life stressors can trigger anger and violence with children who have poor emotional regulation. This article describes "Response Ability Pathways" (RAP) strategies that equip youth in managing these daily challenges. The strategies require establishing steps to gain the young persons trust and providing alternative methods to…
Descriptors: Stress Variables, Violence, Psychological Patterns, Coping
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