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Showing 1 to 15 of 80 results Save | Export
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Nuanmeesri, Sumitra; Jamornmongkolpilai, Saran – Turkish Online Journal of Educational Technology - TOJET, 2018
This research aimed to develop the virtual learning media of the sacred object artwork by applying the concept of the virtual technology in order to publicize knowledge on the cultural wisdom of the sacred object artwork. It was done by designing and developing the virtual learning media of the sacred object artwork for the virtual presentation.…
Descriptors: Educational Technology, Technology Uses in Education, Art Products, Hypothesis Testing
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Rau, Martina Angela – International Journal of Artificial Intelligence in Education, 2017
Traditional knowledge-component models describe students' content knowledge (e.g., their ability to carry out problem-solving procedures or their ability to reason about a concept). In many STEM domains, instruction uses multiple visual representations such as graphs, figures, and diagrams. The use of visual representations implies a…
Descriptors: Knowledge Representation, Models, Competence, Learning Processes
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Christensen, Steven S.; Spackman, Jonathan S. – Journal of Educators Online, 2017
This paper explores a new tool for instructional designers. By calculating and graphing the Student Momentum Indicator (M) for 196 university-level online courses and by employing the constant comparative method within the grounded theory framework, eight distinct graph shapes emerged as meaningful categories of dropout behavior. Several of the…
Descriptors: Instructional Design, Distance Education, College Students, Comparative Analysis
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Fokides, Emmanuel – International Journal of Mobile and Blended Learning, 2018
The study presents the results of a project in which tablets and a ready-made application were used for teaching basic programming concepts to young primary school students (ages 7-9). A total of 135 students participated in the study, attending primary schools in Athens, Greece, divided into three groups. The first was taught conventionally. The…
Descriptors: Elementary School Students, Programming, Handheld Devices, Telecommunications
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Rashid, Mamunur; Sarkar, Jyotirmoy – Educational Research Quarterly, 2018
Students in an online statistics course were prone to become increasingly disengaged as the semester progressed. In Spring 2015, we took a proactive measure to retain student engagement by introducing a cyber mentoring session. We describe the framework, operation and effectiveness of cyber mentoring in improving students' learning experience and…
Descriptors: Online Courses, Statistics, Educational Technology, Technology Uses in Education
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Chandrasekera, Tilanka; Yoon, So-Yeon – Design and Technology Education, 2018
Research has shown that user characteristics such as preference for using an interface can result in effective use of the interface. Research has also suggested that there is a relationship between learner preference and creativity. This study uses the VARK learning styles inventory to assess students learning style then explores how this learning…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Cognitive Style
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Shigeta, Katsusuke; Koizumi, Mitsuyo; Sakai, Hiroyuki; Tsuji, Yasuhiro; Inaba, Rieko; Hiraoka, Naoshi – Open Praxis, 2017
Awareness about Open Educational Resources (OERs) and the purposes for offering and adopting OERs and Massive Open Online Courses (MOOCs) were analyzed using a detailed survey of higher education across Japan, which was conducted in 2015. A comparison with a similar study conducted in 2013 revealed that awareness of OERs has increased slightly and…
Descriptors: Resource Units, Shared Resources and Services, Large Group Instruction, Online Courses
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Son, Barbara; Simonian, Mark – Journal of Educational Multimedia and Hypermedia, 2016
Multimedia learning tools can assist and help motivate students by supplementing traditional teaching modalities with learner-centered learning through application and practice. The overall effectiveness of multimedia learning has been documented (Son & Simonian, 2013; Son & Goldstone, 2012; Zhang, 2005). How are effective multimedia…
Descriptors: College Instruction, Economics Education, Multimedia Instruction, Teaching Methods
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Simmons, Lakisha; Crook, Amy; Cannonier, Colin; Simmons, Chris – Journal of Education for Business, 2018
Today's students experience increased anxiety around school and have difficulty keeping track of course assignments. The authors conceptually develop and empirically test a model of the impact of a homework reminder mobile application (app) on executive function skills and learning outcomes with undergraduate business students. The findings…
Descriptors: Anxiety, Prompting, Computer Oriented Programs, Handheld Devices
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Kiili, Kristian; Ojansuu, Kai; Lindstedt, Antero; Ninaus, Manuel – International Journal of Game-Based Learning, 2018
The main aim of this article was to investigate the educational potential of a game-based math game competition to engage students in training rational numbers. Finnish fourth (n = 59; M[subscript age] = 10.36) and sixth graders (n = 105; M[subscript age] = 12.34) participated in a math game competition relying on intra-classroom cooperation and…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Competition
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Kiss, Gabor – Turkish Online Journal of Educational Technology - TOJET, 2016
The teachers use different presentation tools in Higher Education to make the presentation enjoyable for the students. I used MS Power Point or Prezi in my presentations in two different groups of the freshmen students at the University. The aim of this research was an analysis of the paper results in two groups of students to reveal the influence…
Descriptors: Higher Education, Educational Technology, Technology Uses in Education, Computer Software
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Dunbar, Norah E.; Jensen, Matthew L.; Miller, Claude H.; Bessarabova, Elena; Lee, Yu-Hao; Wilson, Scott N.; Elizondo, Javier; Adame, Bradley J.; Valacich, Joseph; Straub, Sara; Burgoon, Judee K.; Lane, Brianna; Piercy, Cameron W.; Wilson, David; King, Shawn; Vincent, Cindy; Schuetzler, Ryan M. – International Journal of Game-Based Learning, 2017
One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about…
Descriptors: Feedback (Response), Video Games, Educational Technology, Technology Uses in Education
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Krahenbuhl, Kevin S. – InSight: A Journal of Scholarly Teaching, 2017
The flipped classroom is growing significantly as a model of learning in higher education. However, there are ample problems with the research on flipped classrooms, including where success is often defined by student perceptions and a lack of consistent, empirical research supporting improved academic learning. This quasi-experimental study…
Descriptors: Educational Technology, Technology Uses in Education, Quasiexperimental Design, Comparative Analysis
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Davis, Laurie Laughlin; Kong, Xiaojing; McBride, Yuanyuan; Morrison, Kristin M. – Applied Measurement in Education, 2017
The definition of what it means to take a test online continues to evolve with the inclusion of a broader range of item types and a wide array of devices used by students to access test content. To assure the validity and reliability of test scores for all students, device comparability research should be conducted to evaluate the impact of…
Descriptors: Educational Technology, Technology Uses in Education, High School Students, Tests
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Fakomogbon, Michael Ayodele; Bolaji, Hameed Olalekan – Contemporary Educational Technology, 2017
Collaborative learning is an approach employed by instructors to facilitate learning and improve learner's performance. Mobile learning can accommodate a variety of learning approaches. This study, therefore, investigated the effects of collaborative learning styles on performance of students in a mobile learning environment. The specific purposes…
Descriptors: Cooperative Learning, Telecommunications, Handheld Devices, Educational Technology
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