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Aan Nurhasanah; Eko Handoyo; Arif Widiyatmoko; Rusdarti Rusdarti – International Journal on Social and Education Sciences, 2025
This study aims to explore the effectiveness of digital-based learning media innovation in improving students' motivation and learning outcomes in Natural and Social Sciences (IPAS) subjects at elementary school level. The research approach used is qualitative with a case study method on fifth grade students at an elementary school in Indonesia.…
Descriptors: Elementary School Students, Grade 5, Elementary School Science, Student Motivation
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Ali, Numan; Ullah, Sehat; Raees, Muhammad – Education and Information Technologies, 2022
Virtual Periodic Table (VPT) is an effective software tool to present elements in a conceivable three-dimensional (3D) mode. VPT is used to assist users in their learning before performing any hands-on activities in chemistry laboratory. Various VPTs have been developed for enhancing the learning process of chemistry education. Different types of…
Descriptors: Chemistry, Computer Uses in Education, Demonstrations (Educational), Visual Aids
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Jahnke, Isa; Meinke-Kroll, Michele; Todd, Michelle; Nolte, Alexander – Technology, Knowledge and Learning, 2022
Active learning strategies increase student engagement and performances, however, there is student resistance toward such instructional interventions. To overcome student resistance groupwork can be useful. In addition, digital technology can be used to re-design courses to add active learning techniques and support learning "with" and…
Descriptors: Active Learning, Computer Uses in Education, Educational Technology, College Students
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
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Antón-Sancho, Álvaro; Fernández-Arias, Pablo; Vergara-Rodríguez, Diego – Journal of Technology and Science Education, 2023
This article analyzes the self-concept about digital competence in university professors of Sciences, Health Sciences and Engineering and the impact that the COVID-19 pandemic has had on the Information and Communication Technologies (ICT) use habits of professors in these areas. For this purpose, a survey designed by the authors was completed by…
Descriptors: COVID-19, Pandemics, Educational Technology, Computer Uses in Education
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Salas-Rueda, Ricardo-Adán; De-La-Cruz-Martínez, Gustavo; Alvarado-Zamorano, Clara; Prieto-Larios, Estefanía – LUMAT: International Journal on Math, Science and Technology Education, 2021
The aim of this mixed research is to analyze the students' perception about the use of the collaborative wall in the educational process of global climate change considering data science. The collaborative wall is a web application that allows the active participation of students and discussion of ideas in the classroom. During the face-to-face…
Descriptors: Student Attitudes, Climate, Biology, Science Instruction
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Khan, Mohammad Ayub; Baldini, Giovanni Maria – Journal of Education and Learning, 2020
Cross-cultural negotiation courses have been taught for many years both at graduate and undergraduate levels, using conventional pedagogical approaches such as classroom-based lectures, material readings, and paper-pencil based negotiation exercises. In the contemporary world of higher education, it is often expressed by the faculty that students…
Descriptors: Experimental Teaching, Computer Software, Computer Uses in Education, Undergraduate Students
Hyunjun Cho – ProQuest LLC, 2021
The purpose of the current study is to explore Korean middle school students' perceptions and the results of their vocabulary test scores related to vocabulary development utilizing Quizlet language learning software. 520 Korean EFL middle school students in all grades were divided into two groups in each grade: the Quizlet group as an…
Descriptors: English (Second Language), Second Language Instruction, Vocabulary Development, Language Acquisition
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Kutluca, Tamer; Yalman, Murat; Tum, Ali – Discourse and Communication for Sustainable Education, 2019
As interactive whiteboards have been used recently in secondary schools for sustainability, this study on use of interactive whiteboards is considered to be very important in terms of knowing the effects of interactive whiteboards on mathematics lessons, determining the perspectives of teachers as users of the system and increasing the efficiency…
Descriptors: Foreign Countries, Secondary School Teachers, Mathematics Teachers, Teacher Role
Bowen, Mary Michelle – ProQuest LLC, 2018
The introduction of low-cost hand-held devices has provided K-12 educators with the opportunity to teach using virtual reality (VR). However, the efficacy of VR in K-12 classrooms for teaching and learning has not been established. Therefore, the purpose of this quasi-experimental study was to examine the influence of virtual reality field trips…
Descriptors: Computer Simulation, Student Motivation, Academic Achievement, Middle School Students
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Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying – Interactive Learning Environments, 2018
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…
Descriptors: Mathematics Instruction, Role Playing, Teaching Methods, Educational Games
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Pihlap, Sirje – International Journal for Technology in Mathematics Education, 2017
Studies of the impact of various types of computer use on the results of learning and student motivation have indicated that the use of computers can increase learning motivation, and that computers can have a positive effect, a negative effect, or no effect at all on learning outcomes. Some results indicate that it is not computer use itself that…
Descriptors: Educational Technology, Computer Uses in Education, Mathematics Instruction, Grade 9
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Matthews, Asia R.; Hoessler, Carolyn; Jonker, Leo; Stockley, Denise – Canadian Journal of Science, Mathematics and Technology Education, 2013
Research exists on the role of motivation in student learning, especially with subjects in the humanities and social sciences (e.g., Deci, Vallerand, Pelletier, & Ryan, 1991; Vallerand, Pelletier, Blais, Briere, Senecal, & Vallieres, 1992). This body of research would be well served by broadening current understandings of students of the…
Descriptors: Calculus, Student Motivation, Mathematics Instruction, College Students
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Berger-Tikochinski, Tal; Zion, Michal; Spektor-Levy, Ornit – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2016
This is a five-year study conducted with junior high school students studying in a 1:1-laptop program in order to test the effects of the program on various measures related to the students: their attitudes, motivation, perceived school norms, self-efficacy, and behavioral intention towards learning with laptops, according to the Theory of Planned…
Descriptors: Longitudinal Studies, Student Attitudes, Laptop Computers, Junior High School Students
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Valentin, Alberto; Mateos, Pedro M.; Gonzalez-Tablas, Maria M.; Perez, Lourdes; Lopez, Estrella; Garcia, Inmaculada – Computers & Education, 2013
Within the European Higher Education Area (EHEA) considerable efforts are being made to promote the incorporation of Information and Communication Technology (ICTs) in Higher Education (HE), together with placing emphasis on the cognitive and motivational components underlying learning. The objectives of this research were to analyze: (a) the…
Descriptors: Foreign Countries, Higher Education, Student Motivation, Learning Strategies
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