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Amy Price; Alex Beckey; Dave Collins – Physical Education and Sport Pedagogy, 2024
Background: In recent years there has been a growing interest in potential pedagogical tools to be used in Physical Education (PE), and specifically in games. This has involved the exploration of both Gamification and Digital Video Games Approach (DVGA). Both are viable pedagogical tools for any teacher, and each have clearly different intentions…
Descriptors: Video Games, Gamification, Physical Education, Technology Uses in Education
Mehmet Firat; Saniye Kuleli – Journal of Educational Technology and Online Learning, 2024
This research investigates the comparative effectiveness of the ChatGPT and the Google search engine in facilitating the self-learning of JavaScript functions among undergraduate open and distance learning students. The study employed a quasi-experimental post-test control group design to analyze the variables of disorientation, satisfaction,…
Descriptors: Comparative Analysis, Web Sites, Computer Software, Artificial Intelligence
Chi-Cheng Chang; Szu-Ting Yang – Interactive Learning Environments, 2024
This study aimed to investigate the differences in learners' emotion, cognitive load, and cognitive performance among various scaffolding DGBLs, and the influences of emotion and cognitive load on cognitive performance when using DGBLs. Participants were 97 adult learners from some community college, randomly divided into the control group with 32…
Descriptors: Psychological Patterns, Cognitive Processes, Self Efficacy, Game Based Learning
Li Qian; Sarimah Shamsudin; Zuraidah Mohd Don – SAGE Open, 2024
The pervasive use of synchronous computer-mediated communication (SCMC) in second language (L2) learning has generated increasing interest among researchers in integrating SCMC with task-based language teaching (TBLT). This study examined the effects of task complexity on Chinese EFL learners' language production in SCMC modality to develop…
Descriptors: English (Second Language), Computer Mediated Communication, Synchronous Communication, Task Analysis
Li Xiangming; Xuening Li; Jingshun Zhang – Interactive Learning Environments, 2024
In this paper, we report a 12-week longitudinal study aiming at exploring the students' reading outcome and cognitive load with individual-based print, mobile app of Rain Classroom and collaboration-based social media of WeChat. Administered to 186 postgraduate students in a research university were the weekly reading materials and comprehension…
Descriptors: Outcomes of Education, Reading, Cognitive Processes, Difficulty Level
Williams, Ryan; Citkowicz, Martyna; Miller, David I.; Lindsay, Jim; Walters, Kirk – Journal of Research on Educational Effectiveness, 2022
Since the standards-based education movement began in the early 1990s, mathematics education reformers have developed and evaluated many interventions to support students in mastering more rigorous content. We conducted a systematic review and meta-analysis of U.S. PreK-12 mathematics intervention effects from 1991 to 2017 to study sources of…
Descriptors: Meta Analysis, Mathematics Education, Educational Change, Difficulty Level
Hong, Jianzhong; Pi, Zhongling; Yang, Jiumin – Innovations in Education and Teaching International, 2018
Video lectures are being widely used in online and blended learning classes worldwide, and their learning effectiveness is becoming a focus of many educators and researchers. This study examined the cognitive load and learning effectiveness of video lectures in terms of the type of knowledge being taught (declarative or procedural) and instructor…
Descriptors: Video Technology, Lecture Method, Online Courses, Blended Learning
Wu, Po-Han; Hwang, Gwo-Jen; Yang, Mei-Ling; Chen, Chih-Hung – Interactive Learning Environments, 2018
Augmented reality (AR) offers potential advantages for intensifying environmental context awareness and augmenting students' experiences in real-world environments by dynamically overlapping digital materials with a real-world environment. However, some challenges to AR learning environments have been described, such as participants' cognitive…
Descriptors: Simulated Environment, Teaching Methods, Computer Simulation, Elementary School Students
Neebe, Diana Combs – ProQuest LLC, 2017
Learning by example is nothing new to the education landscape. Research into think-aloud protocols, though often used as a form of assessment rather than instruction, provided practical, content-specific literacy strategies for crafting the instructional intervention in this study. Additionally, research into worked examples--from the earliest…
Descriptors: Reading Instruction, Literacy Education, Protocol Analysis, Teaching Methods
James, Laurie – Journal of Curriculum and Teaching, 2016
The purpose of this two-year observational study was to determine if the use of technology and intervention groups affected fourth-grade math scores. Specifically, the desire was to identify the percentage of students who met or exceeded grade-level standards on the state standardized test. This study indicated possible reasons that enhanced…
Descriptors: Grade 4, Mathematics Achievement, Scores, Standardized Tests
Hull, Ted H.; Balka, Don S.; Miles, Ruth Harbin – Principal Leadership, 2013
A whirlwind of activity surrounds the topic of teaching and learning mathematics. The driving forces are a combination of changes in assessment and advances in technology that are being spurred on by the introduction of content in the Common Core State Standards for Mathematical Practice. Although the issues are certainly complex, the same forces…
Descriptors: Principals, Administrator Role, Mathematics Instruction, Student Evaluation
Wong, Mona; Castro-Alonso, Juan C.; Ayres, Paul; Paas, Fred – Educational Technology & Society, 2015
Humans have an evolved embodied cognition that equips them to deal easily with the natural movements of object manipulations. Hence, learning a manipulative task is generally more effective when watching animations that show natural motions of the task, rather than equivalent static pictures. The present study was completed to explore this…
Descriptors: Gender Differences, Teaching Methods, Animation, Educational Technology
The Benefits of a Challenge: Student Motivation and Flow Experience in Tablet-PC-Game-Based Learning
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – Interactive Learning Environments, 2015
Advances in technology have led to continuous innovation in teaching and learning methods. For instance, the use of tablet PCs (TPCs) in classroom instruction has been shown to be effective in attracting and motivating students' interest and increasing their desire to participate in learning activities. In this paper, we used a TPCs game--an iPad…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
Hung, Cheng-Yu; Kuo, Fang-O.; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – IEEE Transactions on Learning Technologies, 2014
This study, based on Taiwanese geographical concepts, develops a multi-touch interactive jigsaw puzzle (MIJP) to assist primary school students in solving geographical puzzles. The MIJP, which has multi-touch operating characteristics and provides two kinds of scaffolding tools, each with a different level of difficulty, can assist students in…
Descriptors: Foreign Countries, Teaching Methods, Educational Games, Educational Technology
DeSantis, Joshua; Van Curen, Rebecca; Putsch, Jake; Metzger, Justin – Journal of Interactive Learning Research, 2015
Flipped lesson planning, as popularized by Bergman & Sams (2012a), has been viewed by many as a revolutionary pedagogy, tailor-made for the twenty-first century classroom. Enthusiasm for flipped lesson planning has out-paced the collection of data that might determine its effectiveness. This paper presents the results of a study that compared…
Descriptors: Teaching Methods, Lesson Plans, Instructional Effectiveness, Outcomes of Education
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