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Kenny, Heather A. – Forum on Public Policy Online, 2015
In the United States, visits to informal learning environments [ILEs] such as zoos, have historically been considered to be important educational experiences that promote increased student achievement in content-area subjects. Recently, however, funds are more likely to be diverted away from field trip experiences, depriving less-privileged…
Descriptors: Informal Education, Content Area Reading, Literacy Education, Recreational Facilities
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Joiner, Richard; Iacovides, Jo; Owen, Martin; Gavin, Carl; Clibbery, Stephen; Darling, Jos; Drew, Ben – Journal of Science Education and Technology, 2011
The aim of this paper was to explore whether there is a gender difference in the beneficial effects of Racing Academy, which is a video game used to support undergraduate students learning of Mechanical Engineering. One hundred and thirty-eight undergraduate students (15 females and 123 males) participated in the study. The students completed a…
Descriptors: Undergraduate Students, Video Games, Females, Motivation
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Yilmaz, Diba; Tekkaya, Ceren; Sungur, Semra – International Journal of Science Education, 2011
The present study examined the comparative effects of a prediction/discussion-based learning cycle, conceptual change text (CCT), and traditional instructions on students' understanding of genetics concepts. A quasi-experimental research design of the pre-test-post-test non-equivalent control group was adopted. The three intact classes, taught by…
Descriptors: Educational Strategies, Control Groups, Research Design, Prediction
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Ak, Serife – Current Issues in Education, 2011
The purpose of this paper is to investigate the effects of computer supported problem based learning on students' approaches to learning. The research was conducted as a pre-test and posttest one-grouped design used to achieve the objectives of the study. The experimental process of study lasted 5 weeks and was carried out on 78 university…
Descriptors: Problem Based Learning, Computer Uses in Education, Learning Processes, Learning Strategies
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Debarnot, Ursula; Creveaux, Thomas; Collet, Christian; Gemignani, Angelo; Massarelli, Raphael; Doyon, Julien; Guillot, Aymeric – Brain and Cognition, 2009
A wide range of experimental studies have provided evidence that a night of sleep may enhance motor performance following physical practice (PP), but little is known, however, about its effect after motor imagery (MI). Using an explicitly learned pointing task paradigm, thirty participants were assigned to one of three groups that differed in the…
Descriptors: Control Groups, Physical Fitness, Psychomotor Skills, Training Methods
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Shafqat, Hussain; Muhammad, Sarwar; Imran, Yousaf; Naemullah; Inamullah – Educational Research and Reviews, 2010
The objective of the study was to experience the effectiveness of super-learning technique of teaching at elementary level. The study was conducted with 8th grade students at a public sector school. Pre-test and post-test control group designs were used. Experimental and control groups were formed randomly, the experimental group (N = 62),…
Descriptors: Experimental Groups, Control Groups, Achievement Tests, Instructional Materials
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Laru, Jari; Jarvela, Sanna; Clariana, Roy B. – Interactive Learning Environments, 2012
This study explores how collaborative inquiry learning can be supported with multiple scaffolding agents in a real-life field trip context. In practice, a mobile peer-to-peer messaging tool provided meta-cognitive and procedural support, while tutors and a nature guide provided more dynamic scaffolding in order to support argumentative discussions…
Descriptors: Foreign Countries, Educational Technology, Field Trips, Persuasive Discourse
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Sturges, Diana; Maurer, Trent W.; Cole, Oladipo – Advances in Physiology Education, 2009
This study investigated the effectiveness of role play in a large undergraduate science class. The targeted population consisted of 298 students enrolled in 2 sections of an undergraduate Human Anatomy and Physiology course taught by the same instructor. The section engaged in the role-play activity served as the study group, whereas the section…
Descriptors: Control Groups, Role Playing, Academic Achievement, Pretests Posttests
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Meyer, Elizabeth; Abrami, Philip C.; Wade, C. Anne; Aslan, Ofra; Deault, Louise – Computers & Education, 2010
Can an electronic portfolio that is both a multimedia container for student work and a tool to support key learning processes have a positive impact on the literacy practices and self-regulated learning skills of students? This article presents the findings of a yearlong study conducted in three Canadian provinces during the 2007-2008 school year…
Descriptors: Portfolios (Background Materials), Achievement Tests, Metacognition, Learning Processes
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Ravanis, Konstantinos; Koliopoulos, Dimitris; Boilevin, Jean-Marie – Research in Science Education, 2008
The aim of this study was to explore the extent to which the characteristics of two teaching interventions can bring about cognitive progress in preschoolers with regard to the factors rolling friction depends on, when it is applied to an object that is freely rolling on a horizontal surface. The study was conducted in three phases: pre-test,…
Descriptors: Intervention, Piagetian Theory, Cognitive Development, Teaching Methods
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Terwel, Jan; van Oers, Bert; van Dijk, Ivanka; van den Eeden, Pieter – Educational Research and Evaluation, 2009
With regard to transfer, is it better to provide pupils with ready-made representations or is it more effective to scaffold pupils' thinking in the process of generating their own representations with the help of peers and under the guidance of a teacher in a process of guided co-construction? The sample comprises 10 classes and 239 Grade 5…
Descriptors: Control Groups, Mathematics Education, Graphs, Grade 5
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Liu, Ming-Chou; Wang, Jhen-Yu – Educational Technology & Society, 2010
Theme-based learning (TBL) refers to learning modes which adopt the following sequence: (a) finding the theme; (b) finding a focus of interest based on the theme; (c) finding materials based on the focus of interest; (d) integrating the materials to establish shared knowledge; (e) publishing and sharing the integrated knowledge. We have created an…
Descriptors: Foreign Countries, Concept Mapping, Elementary School Students, Cognitive Style
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Smits, Marieke H. S. B.; Boon, Jo; Sluijsmans, Dominique M. A.; van Gog, Tamara – Interactive Learning Environments, 2008
This study investigated the effectiveness of different types of feedback content (elaborate versus global) and feedback timing (immediate versus delayed) for learning genetics in a web-based learning environment as a function of learners' prior knowledge. It was hypothesized that learning outcomes of students with low prior knowledge would be…
Descriptors: Feedback (Response), Student Attitudes, Computer Assisted Instruction, Prior Learning
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Graham, Lorraine; Bellert, Anne; Thomas, Jenny; Pegg, John – Journal of Learning Disabilities, 2007
"QuickSmart" is a basic academic skills intervention designed for persistently low-achieving students in the middle years of schooling that aims to improve the automaticity of basic skills to improve higher-order processes, such as problem solving and comprehension, as measured on standardized tests. The "QuickSmart" instructional program consists…
Descriptors: Middle School Students, Pretests Posttests, Learning Problems, Intervention
Zlomke, Kimberly R.; Dixon, Mark R. – Journal of Applied Behavior Analysis, 2006
The present experiment investigated the impact of contextually trained discriminations on gambling behavior. Nine recreational slot-machine players were initially exposed to concurrently available computerized slot machines that were each programmed on random-ratio schedules of reinforcement and differed only in color. All participants distributed…
Descriptors: Cues, Context Effect, Learning Processes, Experiments
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