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Showing 1 to 15 of 43 results Save | Export
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Jingjing Ma; Qingtang Liu; Shufan Yu; Jindian Liu; Xiaojuan Li; Chunhua Wang – British Journal of Educational Technology, 2025
This research employs the fuzzy-set qualitative comparative analysis (fsQCA) method to investigate the configurations of multiple factors influencing scientific concept learning, including augmented reality (AR) technology, the concept map (CM) strategy and individual differences (eg, prior knowledge, experience and attitudes). A quasi-experiment…
Descriptors: Science Education, Scientific Concepts, Comparative Analysis, Qualitative Research
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Bruce M. May – Pythagoras, 2024
A cohort of pre-service mathematics students was exposed to a teaching strategy based on retrieval practice and test-potentiated learning. The aim of the study was to determine how high and low prior topic knowledge study participants compare in terms of their procedural fluency and conceptual understanding after exposure to the teaching strategy.…
Descriptors: Prior Learning, Mathematics Instruction, Mathematics Skills, Problem Solving
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Alpizar, David; Adesope, Olusola O.; Wong, Rachel M. – Educational Technology Research and Development, 2020
Signals (or cues) are added to multimedia learning materials to guide learners' attention to critical elements of the materials. Yet, research on signaling has produced mixed findings on learning outcomes. On the one hand, some studies have reported positive effects of signaling on the performance of learning outcomes (e.g., Jamet in Hum Behav…
Descriptors: Teaching Methods, Multimedia Instruction, Outcomes of Education, Meta Analysis
Tiffany Herder; Martina A. Rau – Grantee Submission, 2022
Educational video games can engage students in authentic STEM practices, which often involve visual representations. Specifically, because most interactions within video games are mediated through visual representations, video games provide opportunities for students to experience disciplinary practices with visuals. However, prior research has…
Descriptors: Educational Games, Video Games, STEM Education, Visual Stimuli
Lee, Ji-Eun; Hornburg, Caroline Byrd; Chan, Jenny Yun-Chen; Ottmar, Erin – Grantee Submission, 2021
We investigated the effects of proximal grouping of numbers, problem-solving goals to make 100, and prior knowledge on students' solution strategies in an online mathematics game. Logistic regression on 857 problem-level data points from 227 middle-school students showed that students were more likely to use productive solution strategies on…
Descriptors: Mathematics Instruction, Teaching Methods, Middle School Students, Computer Games
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Geller, Benjamin D.; Rubien, Jack; Hiebert, Sara M.; Crouch, Catherine H. – Physical Review Physics Education Research, 2022
A goal of introductory physics for life sciences (IPLS) curricula is to prepare students to effectively use physical models and quantitative reasoning in biological and medical settings. To assess whether this goal is being met, we conducted a longitudinal study of the impact of IPLS on student work in later biology and chemistry courses. We…
Descriptors: Physics, Biology, Science Instruction, Capstone Experiences
Willcox, Abby – ProQuest LLC, 2021
The purpose of this study was to explore the academic performance of entering college students in their first enrolled college English course by comparing students who entered with prior college English coursework earned through Dual Enrollment, with prior college English coursework earned through another accelerated mechanism such as AP or IB,…
Descriptors: Dual Enrollment, Academic Achievement, Acceleration (Education), English Instruction
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Huang, Wen; Roscoe, Rod D.; Craig, Scotty D.; Johnson-Glenberg, Mina C. – Journal of Educational Computing Research, 2022
Virtual reality (VR) has a high potential to facilitate education. However, the design of many VR learning applications was criticized for lacking the guidance of explicit and appropriate learning theories. To advance the use of VR in effective instruction, this study proposed a model that extended the cognitive-affective theory of learning with…
Descriptors: Affective Behavior, Learning Theories, Computer Simulation, Teaching Methods
Hildenbrand, Lena; Wiley, Jennifer – Grantee Submission, 2021
Many studies have demonstrated that testing students on to-be-learned materials can be an effective learning activity. However, past studies have also shown that some practice test formats are more effective than others. Open-ended recall or short answer practice tests may be effective because the questions prompt deeper processing as students…
Descriptors: Test Format, Outcomes of Education, Cognitive Processes, Learning Activities
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Leite, Walter L.; Kuang, Huan; Shen, Zuchao; Chakraborty, Nilanjana; Michailidis, George; D'Mello, Sidney; Xing, Wanli – Grantee Submission, 2022
Previous research has shown that providing video recommendations to students in virtual learning environments implemented at scale positively affects student achievement. However, it is also critical to evaluate whether the treatment effects are heterogeneous, and whether they depend on contextual variables such as disadvantaged student status and…
Descriptors: Algebra, Teaching Methods, Mathematics Instruction, COVID-19
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Valle, Natercia; Antonenko, Pavlo; Wang, Jiahui; Luo, Wenjing – Excellence in Education Journal, 2020
Anticipation Guides (AGs) help learners to activate prior knowledge before an instructional unit. As a pre-learning strategy, AGs motivate learners to explore learning materials by challenging, activating, or corroborating their prior knowledge and predictions about a subject. While AGs have mostly been used in reading instruction, in this study,…
Descriptors: Eye Movements, Multimedia Instruction, Teaching Methods, Attention Control
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Ng, Oi-Lam; Shi, Lian; Ting, Fridolin – International Journal of STEM Education, 2020
Background: This paper compares the effects of two classroom-based technology-enhanced teaching interventions, conducted in two schools in sixth (age 11-12) grade. In one school, the intervention involves the use of a class set of 3D Printing Pens, and in another school the use of dynamic geometry environments, for inquiry-based learning of the…
Descriptors: Geometry, Mathematics Instruction, Pretests Posttests, Teaching Methods
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Tsai, Meng-Jung; Wu, An-Hsuan; Chen, Yuping – Applied Cognitive Psychology, 2019
This study aimed to examine how different forms (still pictures vs. animations) of seductive illustrations impact text-and-graphic learning processes, perceptions, and outcomes. An eye-tracking experiment of three groups (static, dynamic, and control) was conducted with 60 college and graduate students while learning with PowerPoint slides about…
Descriptors: Eye Movements, Illustrations, Learning Processes, Animation
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Novak, Magdalena; Phelan, Siëlle; Lewalter, Doris; Schwan, Stephan – International Journal of Science Education, 2020
Previous research from in and outside museums suggests that the haptic exploration of surfaces and objects have various educational benefits and can positively influence the museum visit experience. However, there is still a need for more research on the potential effects of object handling on museum learning, especially in science museums. The…
Descriptors: Science Education, Museums, Learning Processes, Photography
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Andrietti, Vincenzo; Su, Xuejuan – Education Economics, 2019
We propose a theory of education curricula as horizontally differentiated by their paces. The pace of a curriculum and the preparedness of a student jointly determine the match quality of the curriculum for this student, so different students derive different benefits from learning under the same curriculum. Furthermore, a change in the curricular…
Descriptors: Academic Achievement, Curriculum Design, Educational Change, Educational Quality
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