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Kaitlyn M. Sorochka; Vecihi S. Zambak – Middle Grades Research Journal, 2024
Recent literature justifies the use of virtual learning in supporting middle-grades students' mathematical knowledge development and emphasizes the critical role of motivation in learning (Lo & Hew, 2020; Murphy et al., 2020; Spitzer & Musslick, 2021). Intrinsic and extrinsic motivation both play a role in learning for middle-grades…
Descriptors: Middle School Mathematics, Middle School Students, Electronic Learning, Student Motivation
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Charmian Lam; George J. Rehrey; Carol Hostetter – International Journal for the Scholarship of Teaching and Learning, 2024
This concurrent, mixed-methods case study explores faculty valuation of economic and social rewards after participating in at least one of four educational development programs offered by our Center of Teaching and Learning (CTL) at a large, public, R1 institution. We wanted to know if the effectiveness of such programs might vary depending on the…
Descriptors: College Faculty, Faculty Development, Compensation (Remuneration), Educational Benefits
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Raymond MacDermott; Dekuwmini Mornah; Helen MacDermott – Marketing Education Review, 2025
Formative assessments, such as exit tickets, are effective tools for enhancing student reflection and understanding. While prevalent in K-12 education, their application in higher education remains underexplored. This study investigates the implementation of exit tickets in an undergraduate Principles of Marketing course, aiming to evaluate their…
Descriptors: Marketing, Business Education, Formative Evaluation, Undergraduate Students
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Kristy Meyer; LaRonda Lockhart-Keene; Wendy Wachter-Schutz – Journal on Excellence in College Teaching, 2025
Team-based and problem-based learning to create a flipped classroom environment are innovative pedagogical approaches used in many healthcare curricula. Flipping the classroom has been found to increase student motivation to complete assigned readings prior to class, increase student engagement and participation, develop teamwork skills, and…
Descriptors: Student Attitudes, Accountability, Preferences, Teaching Methods
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Pradorn Sureephong; Suepphong Chernbumroong; Pakinee Ariya; Kannikar Intawong; Kitti Puritat – Education and Information Technologies, 2024
This study examines the effectiveness of a new approach for a university transition program that uses a location-based game to familiarize first-year students with the university environment during the COVID-19 pandemic. The study involved 775 university students from 15 faculties, 9 from Human and Social Sciences and 6 from Technology and…
Descriptors: Educational Games, Transitional Programs, Student Motivation, Intellectual Disciplines
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Kilinc, Hakan; Buyuk, Koksal – E-Learning and Digital Media, 2023
This experimental study within the scope of Anadolu University Open Education Faculty in Turkey aims to examine the effect of online group discussion techniques. In this context, the online group discussion technique, which is applied by dividing the learners into manageable groups in online learning environments, has been examined within the…
Descriptors: Foreign Countries, Group Discussion, Student Motivation, Interpersonal Relationship
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Yilmaz, Gamze – Journal of Communication Pedagogy, 2023
As students try to make sense of their college experience and the value of attaining a degree post-pandemic, educators are grappling with finding new methods to re-engage students in the classroom using a range of modalities. This case study explored student reactions to flipped classroom learning experiences, and possible relationship between the…
Descriptors: Flipped Classroom, Student Attitudes, Academic Achievement, Communications
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Rafael Herrero-Álvarez; Rafael Arnay; Eduardo Segredo; Gara Miranda; Coromoto Leon – IEEE Transactions on Learning Technologies, 2025
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free…
Descriptors: Secondary School Students, STEM Education, Computer Science Education, Robotics
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Natalie Simper; Amanda Berry; Katarina Mårtensson; Nicoleta Maynard – Canadian Journal for the Scholarship of Teaching and Learning, 2023
This study follows a network-based Assessment Redesign Project at a Canadian university to investigate engagement and sustained implementation. The following strategies were employed in the project: mini-grants, embedded support, a community of practice, and social networks. Assessment facilitators worked in discipline clusters to achieve mutual…
Descriptors: Evaluation, Foreign Countries, Higher Education, Critical Thinking
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Liane Becker; Daniel C. Dreesmann – American Biology Teacher, 2024
This case study examines students' perception, motivation, and learning gain of a teaching unit featuring wireless sensors as tools to collect scientific data in the classroom. Students analyze data using the corresponding cellphone app, communicate findings to the class, and learn about a changing environment. Wireless sensors are produced for…
Descriptors: Student Attitudes, Student Motivation, Ecology, Educational Technology
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Awang Rozaimie; Norseha Unin; Aiza Johari; Abdul Ismail Mohd Jawi – Journal of Interdisciplinary Studies in Education, 2025
The Reading Seed Programme (RSP), an in-house literacy program inaugurated by Sarawak's State Library (PUSTAKA Negeri Sarawak, Malaysia), has the potential to become the country's primary literacy initiative, particularly in terms of fostering a reading culture. The purpose of this paper is to empirically establish the reliability of survey…
Descriptors: Toddlers, Early Childhood Education, Literacy, Reading Habits
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Serhat Güzel; Cevdet Yilmaz – JALT CALL Journal, 2025
Gamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of 'self' as…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Program Effectiveness
Angela L. Bruggeman – ProQuest LLC, 2021
Facing a future of rapidly changing technology, collaborative workflow, and expectations for autonomy and agility in the workplace, schools must develop non-cognitive skills for 21st-century learners. Micro-schools, an understudied innovative environment, embed strategies for developing student agency, a non-cognitive trait necessary for…
Descriptors: Middle School Students, Student Attitudes, Personal Autonomy, Microcredentials
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Emma K. Williams; Monica L. Bellon-Harn; Lekeitha R. Morris – Teaching and Learning in Communication Sciences & Disorders, 2024
Constructs of social justice has become an increasingly prevalent area of interest in the field of Communication Sciences and Disorders (CSD). In fact, competencies related to social justice are required program content per the Council of Academic Accreditation in Speech-Language Pathology and Audiology. This study's purpose was to describe and…
Descriptors: Introductory Courses, Social Justice, Electronic Learning, Online Courses
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Jose Belda-Medina – Contemporary Educational Technology, 2025
This study investigates the impact of augmented reality (AR) on vocabulary and content learning, as well as attitudes, in a content and language integrated learning (CLIL) setting. The research, based on convenience sampling, involved 162 secondary education students from three schools, divided into an experimental group (EG) and a control group…
Descriptors: Content and Language Integrated Learning, Simulated Environment, Vocabulary Development, Language Acquisition
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