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Showing 1 to 15 of 22 results Save | Export
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Natalie Brezack; Wynnie Chan; Mingyu Feng – Grantee Submission, 2024
This paper explores how learning analytics data provided by a math problem-solving educational technology platform informed 5th and 6th grade teachers' instructional decisions around socioemotional learning (SEL). MathSpring is an educational technology tool that provides teachers with data on students' effort, progress, and emotions while…
Descriptors: Social Emotional Learning, Mathematics Instruction, Teacher Attitudes, Comparative Analysis
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Schmidt, Henk G.; Rotgans, Jerome I. – Educational Psychology Review, 2021
To what extent are epistemic curiosity and situational interest different indicators for the same underlying psychological mechanism? To answer this question, we conducted two studies. In Study 1, we administered measures of epistemic curiosity and situational interest to 158 students from an all-boys secondary school. The data were analyzed using…
Descriptors: Educational Psychology, Factor Analysis, Epistemology, Single Sex Schools
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Wuryaningrum, Rusdhianti; Bektiarso, Singgih; Suyitno, Imam – International Journal of Instruction, 2020
In environmental learning, declarative and procedural knowledge is needed to to improve understanding of concepts and problem solving. The text used in KTT contains descriptions and arguments to understand declarative and procedural knowledge. This study aimed to investigate the effect of applying knowledge transforming text (KTT) on declarative,…
Descriptors: Elementary School Students, Learning Motivation, Comparative Analysis, Transformative Learning
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Mao, Binbin – Higher Education Studies, 2023
This article used a questionnaire survey for the college students on learning and teaching in epidemic situation. The result of the study shows that there were existing superficial understanding on Online learning, insufficient theoretical guidance for online teaching innovation and teaching support services still lag behind expectations. Based on…
Descriptors: Teaching Methods, Learning Processes, Online Courses, Problem Solving
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Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen; Chang, Shao-Chen; Chu, Hui-Chun – Interactive Learning Environments, 2023
In the past decades, collaborative game-based learning has been used to facilitate students' learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students' learning performance and motivation, unequal participation could negatively influence the learning effectiveness of…
Descriptors: Museums, Science Education, Critical Thinking, Competency Based Education
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Richter, Juliane; Lachner, Andreas; Jacob, Leonie; Bilgenroth, Friederike; Scheiter, Katharina – Journal of Computer Assisted Learning, 2022
Background: Engaging students in computer-assisted guided inquiry learning has great potential to scaffold their scientific understanding: Students are expected to improve their scientific problem-solving skills, and at the same time gain a deep conceptual understanding of the subject-matter. Additional generative activities such as creating video…
Descriptors: Self Concept, Problem Solving, Video Technology, Computer Assisted Instruction
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Tong, Duong Huu; Loc, Nguyen Phu; Uyen, Bui Phuong; Cuong, Pham Hung – European Journal of Educational Research, 2020
Methods of education in schools should promote students' activeness, self-awareness, initiative and creativity; be suitable with the characteristics of each class and subject; foster self-study methods, ability to work in groups, practice skills to apply knowledge into practice, and impact emotions to bring joy as well as excitement to students.…
Descriptors: Case Studies, Experiential Learning, Student Attitudes, Teaching Methods
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Makransky, Guido; Borre-Gude, Stefan; Mayer, Richard E. – Journal of Computer Assisted Learning, 2019
The main objective of this study was to examine the effectiveness of immersive virtual reality (VR) as a medium for delivering laboratory safety training. We specifically compare an immersive VR simulation, a desktop VR simulation, and a conventional safety manual. The sample included 105 first year undergraduate engineering students (56 females).…
Descriptors: Computer Simulation, Self Efficacy, Learning Motivation, Comparative Analysis
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Chen, Ching-Huei – Educational Technology Research and Development, 2019
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four…
Descriptors: Peer Relationship, Computer Games, Competition, Outcomes of Education
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Karagiorgas, Dimitrios N.; Niemann, Shari – Journal of Educational Technology Systems, 2017
In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…
Descriptors: Educational Games, Video Games, Comparative Analysis, Learning Processes
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Lau, Kit-Ling – Journal of Educational Research, 2017
Building on previous listening strategy research, the author aimed to explore the differences between Chinese high-proficiency listeners (HLs) and low-proficiency listeners (LLs) on their strategy use, problems, and motivation in native language (L1) listening. It involved 1,290 Grade 7 and 1,515 Grade 9 students. Both quantitative and qualitative…
Descriptors: Foreign Countries, Secondary School Students, Grade 7, Grade 9
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Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan – Educational Technology & Society, 2015
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…
Descriptors: Grade 7, Middle School Students, Learning Motivation, Cooperative Learning
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Strobl, Carola – ReCALL, 2015
This exploratory study sheds new light on students' perceptions of online feedback types for a complex writing task, summary writing from spoken input in a foreign language (L2), and investigates how these correlate with their actual learning to write. Students tend to favour clear-cut, instructivist rather than constructivist feedback, and guided…
Descriptors: Feedback (Response), Writing (Composition), Constructivism (Learning), Computer Mediated Communication
Mingo, Wendye Dianne – ProQuest LLC, 2013
This study attempts to determine if authentic learning strategies can be used to acquire knowledge of and increase motivation for computational thinking. Over 600 students enrolled in a computer literacy course participated in this study which involved completing a pretest, posttest and motivation survey. The students were divided into an…
Descriptors: Learning Strategies, Computation, Thinking Skills, Computer Literacy
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Yang, Ya-Ting Carolyn – Computers & Education, 2012
This study investigates the effectiveness digital game-based learning (DGBL) on students' problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a…
Descriptors: Grade 9, Civics, Academic Achievement, Learning Motivation
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