NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
Education Consolidation…1
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 73 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Chumbley, Samuel D.; Devaraj, Vikram S.; Mattick, Karen – Anatomical Sciences Education, 2021
Medical education research is becoming increasingly concerned with the value (defined as "educational outcomes per dollar spent") of different teaching approaches. However, the financial costs of various approaches to teaching anatomy are under-researched, making evidence-based comparisons of the value of different teaching approaches…
Descriptors: Medical Education, Undergraduate Students, Anatomy, Costs
Peer reviewed Peer reviewed
Direct linkDirect link
Geiger, Kaneen B.; LeBlanc, Linda A.; Hubik, Katie; Jenkins, Sarah R.; Carr, James E. – Journal of Applied Behavior Analysis, 2018
Discrete-trial teaching is an effective teaching procedure that must be implemented with high integrity to produce optimal learning. Behavioral Skills Training (BST) has proven effective for staff training; however, BST is time and labor intensive. Computer-based instruction (CBI) programs may provide a more efficient and cost-effective…
Descriptors: Teaching Methods, Listening Skills, Comparative Analysis, Instructional Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Nami, Fatemeh – Computer Assisted Language Learning, 2022
This study applied Edmodo as a supplementary environment for additional language practice in a semi-technical English course in an EFL context, with a quasi-experimental between-subjects (control versus experimental group) design. In addition to conventional classroom instruction and practice, the experimental group practiced additional language…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Matthew E. Foster – Society for Research on Educational Effectiveness, 2021
Background/Context: Despite the surge in efficacy studies, a recent meta-analysis indicates that the relative effectiveness of any two math interventions is largely unknown (Nelson & McMaster, 2019). Additionally, policy makers rarely choose educational programs based on an assessment of costs and cost-effectiveness (Hollands et al., 2016;…
Descriptors: Costs, Cost Effectiveness, Mathematics Instruction, Numeracy
Peer reviewed Peer reviewed
Direct linkDirect link
Xu, Di; Glick, Danny; Rodriguez, Fernando; Cung, Bianca; Li, Qiujie; Warschauer, Mark – British Journal of Educational Technology, 2020
Despite steady investment in English language education made by developing countries over the past few decades, results continue to be constrained by lack of high-quality instructors and language learning resources. Thus, using technology in language instruction has increasingly been recognized as a potential approach for addressing these…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Online Courses
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Parson, Vanessa; Bignell, Simon – Online Learning, 2017
Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide experiential learning qualitatively similar to that found in the real world. MUVEs offer a pedagogically-driven immersive learning opportunity for educationalists that is cost-effective and enjoyable. A family of digital virtual avatars was created within…
Descriptors: Cooperative Learning, Computer Simulation, Problem Based Learning, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Wennersten, Matthew; Quraishy, Zubeeda Banu; Velamuri, Malathi – International Review of Education, 2015
Past efforts invested in computer-based education technology interventions have generated little evidence of affordable success at scale. This paper presents the results of a mobile phone-based intervention conducted in the Indian states of Andhra Pradesh and Tamil Nadu in 2012-13. The BridgeIT project provided a pool of audio-visual learning…
Descriptors: Foreign Countries, Telecommunications, Intervention, Indians
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Garcia-Roselló, Emilio; González-Dacosta, Jacinto; Lado, Maria J.; Méndez, Arturo J.; Garcia Pérez-Schofield, Baltasar; Ferrer, Fátima – Informatics in Education, 2011
Artificial Neural Networks (ANN's) are nowadays a common subject in different curricula of graduate and postgraduate studies. Due to the complex algorithms involved and the dynamic nature of ANN's, simulation software has been commonly used to teach this subject. This software has usually been developed specifically for learning purposes, because…
Descriptors: Simulation, Computer Software, Cost Effectiveness, Artificial Intelligence
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Slavkov, Nikolay – TESL Canada Journal, 2015
As familiar and widely used elements of second language pedagogy that can be leveraged in interesting new ways through the use of digital technology. The focus is on a set of affordances offered by Google Drive, a popular online storage and document-sharing technology. On the assumption that dynamic collaboration with peers, teacher feedback, and…
Descriptors: Sociocultural Patterns, Second Language Learning, English (Second Language), Second Language Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Torrente, Javier; Borro-Escribano, Blanca; Freire, Manuel; del Blanco, Ángel; Marchiori, Eugenio J.; Martinez-Ortiz, Iván; Moreno-Ger, Pablo; Fernández-Manjón, Baltasar – IEEE Transactions on Learning Technologies, 2014
We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in a total of 12 subtasks. One of the benefits of EGDA is that anyone can apply it to develop a game since…
Descriptors: Computer Simulation, Video Games, Teaching Methods, Health Services
Peer reviewed Peer reviewed
Direct linkDirect link
Ranalli, Jim – CALICO Journal, 2013
This paper describes the design and development of a CALL resource that teaches aspects of word combinability (i.e., grammatical collocation, transitivity, and complementation) to tertiary-level ESL learners by integrating conceptual understanding with related text-analysis and web-based dictionary skills. The resource delivers an automated,…
Descriptors: Computer Assisted Instruction, Instructional Design, English (Second Language), Internet
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games
Bai, Xin; Smith, Michael B. – Journal of Asynchronous Learning Networks, 2010
Educational technology is developing rapidly, making education more accessible, affordable, adaptable, and equitable. Students now have the option to choose a campus that can provide an excellent blended learning curriculum with minimal geographical restraints. We explored ways to maximize the power of educational technologies to improve teaching…
Descriptors: Electronic Learning, Learning Modules, Educational Technology, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Achumba, Ifeyinwa E.; Azzi, Djamel; Stocker, James – International Journal of Virtual and Personal Learning Environments, 2010
The laboratory component of undergraduate engineering education poses challenges in resource constrained engineering faculties. The cost, time, space and physical presence requirements of the traditional (real) laboratory approach are the contributory factors. These resource constraints may mitigate the acquisition of meaningful laboratory…
Descriptors: Cost Effectiveness, Engineering Education, Web Based Instruction, Computer Simulation
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4  |  5