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Elizabeth Ann Berger – ProQuest LLC, 2019
This research revealed promising results by merging old principles to new approaches in visual design education. Initial empirical analysis of participants who tested the "mDes" application applying four of the principles of design in comparison to conventional methodologies showed the most significant results of retention for the…
Descriptors: Handheld Devices, Computer Oriented Programs, Visual Literacy, Graphic Arts
Shvarts, Anna; van Helden, Gitte – Mathematical Thinking and Learning: An International Journal, 2023
Educational technologies develop quickly. Which functions of face-to-face education can be substituted by technology for distance learning? One of the risks of online education is the lack of embodied interactions. We investigate what embodied interactive technologies might offer for teaching trigonometry when learning at a distance. In a multiple…
Descriptors: Graphs, Sensory Integration, Psychomotor Skills, Distance Education
Marc T. Sager; Saki Milton; Candace Walkington – Discover Education, 2025
This study aimed to explore the implementation of project-based learning (PBL) principles in informal STEM education, focusing on the experiences of Underrepresented Racially Minoritized (UUREM) girls during a week-long residential STEM summer camp. Utilizing a single case study design, the researchers investigated how PBL facilitates engagement…
Descriptors: Females, STEM Education, Student Role, Discussion (Teaching Technique)
Amorati, Riccardo; Ferrari, Elisabetta; Hajek, John – Language Learning in Higher Education, 2022
This study explores the effectiveness of podcasting as an approach to project-based and experiential learning implemented in an intermediate Italian studies unit at an Australian university. In the project, students are asked to write and record a podcast script on a topic related to their experience as university students or to events concerning…
Descriptors: Active Learning, Student Projects, Language Acquisition, Handheld Devices
Moryl, Rebecca L.; Gabriele, Florencia; Desvira, Jannet – Journal of Economic Education, 2019
In this article, the authors describe an innovative charades-based educational game, HeadsUp! Econ, and its use for effective economics instruction. Results of a self-assessment survey of students demonstrate that implementing HeadsUp! Econ as an active learning game provides students opportunities to: (1) practice identifying which concepts are…
Descriptors: Educational Games, Economics Education, Review (Reexamination), Active Learning
Sturm, Elizabeth; Quaynor, Laura – Research in Social Sciences and Technology, 2020
Teachers and other professionals increasingly utilize Twitter as a medium for professional expression and professional learning. These types of Twitter exchanges often take place in formal chats which are moderated by professional organizations or other knowledge brokers in the field. As moderated public online forums become more common, educators…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Social Media
Black, Kate; Warhurst, Russell – Management Teaching Review, 2019
This article describes an inquiry-based classroom activity for strategic management, human resource management, and related courses to enhance the understanding of organizational culture. We use visual methods to provide fresh insights into an organization's culture from which we can enable students to draw conclusions upon how this culture might…
Descriptors: Active Learning, Inquiry, Class Activities, Human Resources
Hwang, Gwo-Jen; Chang, Shao-Chen; Chen, Pei-Ying; Chen, Xiang-Ya – Educational Technology Research and Development, 2018
Engaging students in real-world learning contexts has been identified by educators as being an important way of helping them learn to apply what they have learned from textbooks to practical problems. The advancements in mobile and image-processing technologies have enabled students to access learning resources and receive learning guidance in…
Descriptors: Active Learning, Learner Engagement, Educational Technology, Technology Uses in Education
Koyak, Yasemin; Üstünel, Eda – Online Submission, 2020
This study aims to investigate viewpoints of the adult learners about the effects of the recorded motivational videos. The study was applied to twelve adult learners between the months of March and May in spring semester of 2019, at Mugla Sitki Koçman University. As to the research design, explanatory mixed methods design was implemented. The…
Descriptors: Video Technology, Handheld Devices, Learning Motivation, Second Language Learning
Nadeem, Nahla Helmy – International Journal of Computer-Assisted Language Learning and Teaching, 2019
Student engagement is a multidimensional construct that includes four distinct, though interrelated, aspects: behavioral, emotional, agentive, and cognitive engagement. The present study investigates students' perceptions about the impact of Padlet as a learning and assessment tool on the four aspects of class engagement. Padlet is a virtual wall…
Descriptors: Student Attitudes, Case Studies, Learning Processes, Computer Simulation
Curtis, Anthony – Journal of Computers in Mathematics and Science Teaching, 2018
Student affect was measured and compared with their overall learning outcome scores. There was a significant difference among the student affect scores (F = 4.52; df = 3, 444; p < 0.01). Among the affect items measured, only Progress Monitoring Information was significantly regressed on overall learning outcome scores (F = 5.45; df = 1, 103; p…
Descriptors: Outcomes of Education, College Students, General Education, Biology
Adams, Stephen; Burns, Paul; Martin-Hansen, Lisa – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2018
As part of a graduate course for supporting K-12 teachers' use of technology in teaching science, technology, engineering, and mathematics (STEM) subjects, teachers worked in teams to create workshops for youth at a Boys & Girls Club site. Teachers used curriculum kits from the Engineering is Elementary project of the Museum of Science,…
Descriptors: STEM Education, Graduate Students, Technology Integration, Science Instruction
Schnepp, Jerry; Rogers, Christian – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: To examine the early perceptions (acceptability) and usability of EASEL (Education through Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts and content before, during, and after an experiential learning activity. Background: Experiential learning is an active learning approach in which…
Descriptors: Usability, Computer Software Evaluation, Handheld Devices, Experiential Learning
Daniel, Todd; Tivener, Kristin – Educational Technology & Society, 2016
Scientific research into learning enhancement gained by the use of clickers in active classrooms has largely focused on the use of individual clickers. In this study, we compared the learning experiences of participants in active learning groups in which an entire small group shared a single clicker to groups in which each member of the group had…
Descriptors: Audience Response Systems, Active Learning, Learning Experience, Small Group Instruction
Ramlo, Susan – Research in the Schools, 2015
Flipped classrooms are a relatively new teaching strategy where the typical lecture and homework elements of a course are reversed. Although flipped classrooms are gaining popularity, evaluations of this type of pedagogical model are limited. The purpose of this study was to investigate student views related to the effectiveness of a flipped…
Descriptors: Blended Learning, Teaching Methods, College Freshmen, Nonmajors
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