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James McGhee; Sara Weinstein – New Directions for Student Services, 2024
Small institutions are in a unique and perhaps necessary position to innovate as the field changes, resources falter, and the needs of the next generation of students and families become apparent and quite different from those supported by our historical structures and service modalities. This article examines the literature surrounding historical…
Descriptors: Small Colleges, Staff Utilization, Innovation, Services
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Howard, Elizabeth V.; Woods, David M. – Information Systems Education Journal, 2016
In previous semesters of our IT Ethics course, students created traditional final projects where they presented some topic in IT Ethics that we did not cover during the course. Students were free to choose how they would present their information with most groups choosing a traditional presentation where some members of the group were clearly…
Descriptors: Ethics, Multimedia Materials, Information Technology, Student Projects
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Sun, Jerry Chih-Yuan; Martinez, Brandon; Seli, Helena – Educational Technology & Society, 2014
This study examines how incorporating different electronic feedback devices (i.e., clickers versus web-based polling) may affect specific types of student engagement (i.e., behavioral, emotional, and cognitive engagement), whether students' self-efficacy for learning and performance may differ between courses that have integrated clickers and…
Descriptors: Acoustics, Learner Engagement, Audience Response Systems, Teaching Methods
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Steele, John; Dyer, Thomas – Journal of Instructional Research, 2014
Measuring student success is a top priority to ensure the best possible student outcomes. The objective of this present study was to investigate whether classroom assessment techniques (CATs), specifically KWLs, which is the acronym for "what you know," "what you want to know," and "what you learned," increase student…
Descriptors: Correlation, Classroom Techniques, Evaluation Methods, Student Participation
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Gross, Benjamin; Marinari, Maddalena; Hoffman, Mike; DeSimone, Kimberly; Burke, Peggy – Educational Research Quarterly, 2015
In this paper, the authors find empirical support for the effectiveness of the flipped classroom model. Using a quasi-experimental method, the authors compared students enrolled in flipped courses to their counterparts in more traditional lecture-based ones. A survey instrument was constructed to study how these two different groups of students…
Descriptors: Student Satisfaction, Classroom Environment, Classroom Techniques, Quasiexperimental Design
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Pundak, David; Shacham, Miri; Herscovitz, Orit – Journal of Information Technology Education: Research, 2013
Web technology offers lecturers the option of checking students' assignments online. Several systems have evolved to deliver personal assignments to each student in a multi-participant course. These systems provide students with immediate feedback, allowing them to correct erroneous answers and referring them to relevant literary sources that can…
Descriptors: Introductory Courses, Assignments, Online Courses, Student Attitudes
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Sibthorp, Jim; Schumann, Scott; Gookin, John; Baynes, Sheila; Paisley, Karen; Rathunde, Kevin – Journal of Experiential Education, 2011
A critical element in lifelong learning is the self-regulation of motivation to learn. Learners without motivation to learn lack the drive to actively engage with ideas and content, even if they have the ability to learn. Motivation for sustained engagement can be considered a combination of goal-relevant motivation and experience-defined…
Descriptors: Lifelong Learning, Learning Motivation, Experiential Learning, College Students
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Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David – Australasian Journal of Educational Technology, 2012
Computer games are purported to be effective instructional tools that enhance motivation and improve engagement. The aim of this study was to investigate how tertiary student experiences change when instruction was computer game based compared to lecture based, and whether experiences differed between high and low achieving students. Participants…
Descriptors: Educational Games, Computer Games, Course Content, Lecture Method
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Christoffersen, S.; Granitz, E. – American Journal of Business Education, 2008
We assess students' appreciation and use of various tools designed to extend effective learning beyond the classroom. For a given tool, results vary depending upon the overall pedagogical approach of the course.
Descriptors: Assignments, Context Effect, Electronic Learning, Instructional Effectiveness