NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 5 results Save | Export
Polinsky, Naomi J. – ProQuest LLC, 2023
Over the past decade the market for children's digital play activities focused on science, technology, engineering, and mathematics (STEM) has grown exponentially. One benefit to the growth in digital STEM play is that it can provide children opportunities to engage the cognitive skills and practices that can be valuable for formal STEM learning.…
Descriptors: Play, STEM Education, Educational Technology, Cognitive Ability
Xin Xu – ProQuest LLC, 2022
Homework enables students to practice what they learn from classroom instruction. However, students' off-task behavior may negatively impact their engagement and performance during homework activities. Self-monitoring is an evidence-based intervention associated with improved engagement and decreased off-task behavior. Compared to traditional…
Descriptors: Homework, Time on Task, Self Management, Learner Engagement
Ahmed Ashraf Butt – ProQuest LLC, 2023
The proliferation of digital educational applications (apps) has revolutionized the pedagogical landscape for students and instructors, both within and beyond the confines of traditional classrooms. Educational apps offer a variety of features that can help students learn more effectively, including personalized instruction and real-time feedback.…
Descriptors: Prompting, Electronic Learning, Engineering, Learner Engagement
Pedro Paulo Tanaka – ProQuest LLC, 2021
The use of entrustable professional activities (EPAs) as a basis for assessment may bridge the gap between the theory of competency-based education and clinical practice (ten Cate, 2006).The purposes of this study are to: 1) develop and gather validity evidence EPAs for clinical anesthesia year 1 (CA-1; post graduate year 2 [PGY2)) residents in…
Descriptors: Workplace Learning, Educational Assessment, Graduate Medical Education, Theory Practice Relationship
Wu, Penn Pinlung – ProQuest LLC, 2012
This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need…
Descriptors: Instructional Design, Computer Games, Career Education, Computer Oriented Programs