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Adúriz-Bravo, Agustín; Sans Pinillos, Alger – Science & Education, 2023
The central argument of this article is that abduction as a "mode of inference" is a key element in the nature of scientists' science and should consequently be introduced in school science. Abduction generally understood as generation and selection of hypotheses permits to articulate the classical scientific contexts of discovery and…
Descriptors: Logical Thinking, Science Instruction, Scientific Principles, Philosophy
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Cle´mence Iacconi; Jonathan Piard; Elena Tosi-Brandi; Franc¸ois Azambourg; Marion Dubois; Vincent Cre´ance; Loi¨c Bertrand – Journal of Chemical Education, 2024
There is a gap between the importance of certain archeological material sources and their perception, both by professionals and by the general public. Textiles, for example, are essential to understanding practices that marked daily life and rituals in the past, but they have often been extremely degraded over time, particularly in temperate…
Descriptors: Archaeology, Chemistry, Active Learning, Student Projects
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Sospedra-Roca, Rafael; Hernàndez-Cardona, Francesc Xavier; Hernàndez-Pongiluppi, Mar – Cogent Education, 2022
Computed-generated imagery (CGI) generates diverse views and perceptions of the past. These new experiences impact, directly or indirectly, the teaching and learning of history. This article presents didactic iconographic works on the Spanish Civil War created by the DIDPATRI (Didactics of Heritage and New Technologies) research group at the…
Descriptors: Educational History, War, Teaching Methods, Informal Education
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Sofaer, Joanna; Vicze, Magdolna – Journal of Museum Education, 2020
Interventions by creative practitioners play an increasingly important part within museum education. This produces a series of questions and tensions around the relationship between creativity and authenticity in terms of the role and limits of evidence, where room for creativity lies, and what it looks like. We explore these questions in the…
Descriptors: Creativity, Museums, Teaching Methods, Archaeology
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Altintas, Irem Namli; Yenigül, Çigdem Kozaner – International Journal of Evaluation and Research in Education, 2020
In this study, it was aimed to determine social studies candidates how to practice about make of use museums as a learning environment. It was tried to discuss a case, for this purpose it was used case study. The study group consisted of 19 students (12 females, 7 males) studying social studies at a public university. Participants were given…
Descriptors: Active Learning, Museums, Preservice Teacher Education, Preservice Teachers
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Carvalho, Lucila; Yeoman, Pippa – British Journal of Educational Technology, 2019
Designing for digitally enhanced learning has increased in complexity. In response, this paper calls for a reconceptualization of technology--as the reconfiguring of space, place, materials, time and social relations--enrolled and refashioned in emergent learning activity. Such reconceptualization requires analytical tools, methods and processes…
Descriptors: Archaeology, Design, Technology Uses in Education, Educational Researchers
Julian, June – Online Submission, 2019
An exhibition of paintings from an Art and Archaeology research expedition in the Outer Hebrides of Scotland may seem to be unlikely teaching moment. Yet that collection of images, and the ideas behind them form the core of a novel approach that uses tartan design to teach about the climate crisis. Young people are anxious about climate change and…
Descriptors: Teaching Methods, Environmental Education, Climate, Change
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Beavis, Catherine; O'Mara, Joanne; Thompson, Roberta – Learning, Media and Technology, 2021
There is growing interest in the incorporation of digital games as part of the suite of offerings in museum education in heritage environments. Digital games are seen as ways of recreating historic worlds, affording empathetic and affective engagement, and increasing interest in and understanding of historical periods or processes, working in…
Descriptors: Museums, Video Games, Pilot Projects, Archaeology
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Shackelford, Laura; David Huang, Wenhao; Craig, Alan; Merrill, Cameron; Chen, Danying – Educational Media International, 2019
Virtual reality (VR) and game-based learning strategies have rarely been investigated together with a keen focus on motivational processing. This lack of understanding on motivational support of VR game-based learning has hindered the design of such environments to effectively and efficiently support intended learning processes. The study revealed…
Descriptors: Computer Simulation, Learning Strategies, Educational Games, Learning Processes
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Cevik, Mustafa – World Journal on Educational Technology: Current Issues, 2018
This research aims to identify the effects of a science, technology, engineering, arts and mathematics implementation in the ancient age architecture field on the achievements of the undergraduate students and their science, technology, engineering and mathematics (STEM) perceptions. The research was based on the explanatory design, while the…
Descriptors: STEM Education, Art Education, Architecture, Undergraduate Students
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Carrillo, Ana Luisa Martínez – International Society for Technology, Education, and Science, 2020
Currently, the use of technology in education has become more popular. Special attention has been given to the adaptation of computer technology into the teaching-learning process for effective learning and increasing students' achievement. In recent years, it has been realized that there is an immense benefit in applying computer technology in…
Descriptors: Information Technology, Technological Literacy, Teaching Methods, Archaeology
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Egea-Vivancos, Alejandro; Arias-Ferrer, Laura – E-Learning and Digital Media, 2021
The extension of technology in current society has encouraged teachers to introduce products based on VR and IVR in their classrooms, especially video games. In this paper the specific role of video games in cultural heritage and history teaching is analyzed. Moreover, the results of recent research on the application of video games in Secondary…
Descriptors: History Instruction, Instructional Design, Educational Games, Video Games
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Çevik, Mustafa; Abdioglu, Cihat; Ergürer, Hasan Ertug – Journal of Inquiry Based Activities, 2020
This study reports on the implementation and evaluation of the "Enlighten Roman Tombs with Periscope" activity, one of the STEM + activities in the project named "STEM-ANTIQUE." The project included a science camp with STEM-based scientific studies, field trips, and observations lasting 10 days and 80 hours. The activity that…
Descriptors: STEM Education, Social Studies, Learning Activities, Program Evaluation
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Gutowski, Bartosz; Józwiak, Witold; Joos, Markus; Kempa, Janusz; Komorowska, Kamila; Krakowski, Kamil; Pijus, Ewa; Szymczak, Kamil; Trojanowska, Malgorzata – Physics Education, 2018
In 2016, we (seven high school students from a school in Plock, Poland) participated in the CERN Beamline for Schools competition. Together with our team coach, Mr. Janusz Kempa, we submitted a proposal to CERN that was selected as one of two winning proposals that year. This paper describes our experiment from the early days of brainstorming to…
Descriptors: Physics, Science Instruction, High School Students, Brainstorming
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Grimaldi, Emiliano; Ball, Stephen J. – Critical Studies in Education, 2021
Many schools and students across the globe are now engaging with educational digital platforms in their teaching and learning experience. Platforms are changing what education is and how it is experienced. In response, educational research has devoted increasing attention to the so-called platformisation of education. This article contributes to…
Descriptors: Online Courses, Teaching Methods, Educational Change, Educational Philosophy
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