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Marone, Jane R.; Thakkar, Shivam C.; Suliman, Neveen; O'Neill, Shannon I.; Doubleday, Alison F. – Advances in Physiology Education, 2018
Poor academic performance from extensive social media usage appears to be due to students' inability to multitask between distractions and academic work. However, the degree to which visually distracted students can acquire lecture information presented aurally is unknown. This study examined the ability of students visually distracted by social…
Descriptors: Social Media, Interference (Learning), Visual Stimuli, Lecture Method
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Keller, Julia; Ruthruff, Eric; Keller, Patrick; Hoy, Robert; Gaspelin, Nicholas; Bertolini, Katherine – Journal of Research in Childhood Education, 2017
Although mindfulness, or the self-regulation of attention, has been found beneficial in reducing teacher stress and burnout and in increasing students' cognitive and emotional regulatory skills, no study has explored students' attitudes toward meditation practices in depth. This mixed-methods study reports results from a randomized, controlled…
Descriptors: Grade 4, Elementary School Students, Metacognition, Intervention
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Thomas, Marshall P.; Türkay, Selen; Parker, Michael – International Review of Research in Open and Distributed Learning, 2017
As online courses become more common, practitioners are in need of clear guidance on how to translate best educational practices into web-based instruction. Moreover, student engagement is a pressing concern in online courses, which often have high levels of dropout. Our goals in this work were to experimentally study routine instructional design…
Descriptors: Online Courses, Courseware, Best Practices, Educational Practices
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Hung, Hsiu-Ting – Interactive Learning Environments, 2017
Flipped classrooms continue to grow in popularity across all levels of education. Following this pedagogical trend, the present study aimed to enhance the face-to-face instruction in flipped classrooms with the use of clickers. A game-like clicker application was implemented through a bring your own device (BYOD) model to gamify classroom dynamics…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Audience Response Systems