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Virginia Morash-MacNeil – ProQuest LLC, 2021
This study examined the differential effects of a GPS based navigational app displayed on a smartwatch and a paper map on the ability of individuals with mild to moderate intellectual disabilities (ID) to independently navigate unfamiliar walking routes. A single case alternating treatment design was used to compare the effectiveness of these…
Descriptors: Adults, Intellectual Disability, Navigation, Assistive Technology
Baum-Leaman, Rebekah – ProQuest LLC, 2013
Although teachers continue to implement an array of best practices, learners identified as unsuccessful according to criteria may lack engagement to succeed in the current curriculum activities. Even as teachers continue to apply best practices in the classroom, data does not support continued improvement of student engagement and achievement of…
Descriptors: Qualitative Research, Phenomenology, Student Attitudes, Educational Practices
Larson, Mark E. – ProQuest LLC, 2010
Human Resource Departments (HRD), especially instructors, are challenged to keep pace with rapidly changing computer software applications and technology. The problem under investigation revealed after instruction of a software application if a particular method of instruction was a predictor of transfer of learning, when other risk factors were…
Descriptors: Quasiexperimental Design, Computer Assisted Instruction, Transfer of Training, Problem Based Learning
Paolotto, Frank – ProQuest LLC, 2011
The focus of this study was the level of vocational success of students who had formerly been labeled as Emotionally Disturbed (ED) during their academic careers. The negative educational experiences of ED students have been shown to have a major effect on their motivation. Thus it is useful to study the interrelated experiences of individuals…
Descriptors: Caring, Careers, Qualitative Research, Emotional Disturbances
Kim, Chung On – ProQuest LLC, 2010
Many people in general think that digital game environment has potential as a learning environment. However, empirical research in digital game environment and education is a still relative young field, so to create a digital learning environment where students are actively engaged in the learning process is a great challenge. In part, it has been…
Descriptors: Learning Theories, Intelligent Tutoring Systems, Educational Environment, Educational Games