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Bulkani; Fatchurahman, M.; Adella, Harirayanto; Setiawan, M. Andi – International Journal of Instruction, 2022
Teachers play an active, creative and innovative role in online learning so that student learning outcomes get maximum results. One of the efforts made is to develop animation learning media based on local wisdom in online learning. Animation media chose because students tend to be more interested in exciting things around them. To achieve this,…
Descriptors: Animation, Outcomes of Education, Elementary School Students, Teaching Methods
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Reynolds, Joshua J. – Teaching of Psychology, 2022
Introduction: Assessing teaching effectiveness is relevant for improving one's teaching and for moving through the tenure process; however, the validity of assessment methods, such as Student Evaluations of Teaching (SET), have been heavily criticized. Statement of the Problem: Using a one-group pretest-posttest design and assessing learning over…
Descriptors: Teacher Effectiveness, Pretests Posttests, Evaluation Methods, Outcomes of Education
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Christopher D. Hromalik; William N. Myhill; Celestia A. Ohrazda; Nancy R. Carr; Stephanie A. Zumbuhl – International Journal of Inclusive Education, 2024
The Universal Design for Learning (UDL) framework has been shown to support instructors in the design of inclusive instructional learning environments. However, few studies have examined the effects of UDL professional development programmes for community college faculty and staff. The present study examined the effects of a four-day Universal…
Descriptors: Usability, Community Colleges, Inclusion, Professional Development
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Gu, Zhengguo; Emons, Wilco H. M.; Sijtsma, Klaas – Journal of Educational and Behavioral Statistics, 2021
Clinical, medical, and health psychologists use difference scores obtained from pretest--posttest designs employing the same test to assess intraindividual change possibly caused by an intervention addressing, for example, anxiety, depression, eating disorder, or addiction. Reliability of difference scores is important for interpreting observed…
Descriptors: Test Reliability, Scores, Pretests Posttests, Computation
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McGann, Jamie; Issartel, Johann; Hederman, Lucy; Conlan, Owen – British Journal of Educational Technology, 2020
Sedentary past-times such as video gameplay are cited as having a negative effect on children's Fundamental Motor Skills (FMS) acquisition. Conversely, "exergames" utilise 3D sensor control systems (eg, Kinect®) to offer full body interactive user experiences in which FMS outputs are often part of the game "play" experience.…
Descriptors: Psychomotor Skills, Skill Development, Video Games, Motion
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Mariia I. Dovha; Pavlo D. Antonenko; Yevhenii B. Shapovalov; Daniil S. Lytovchenko; Maksym S. Halchenko – International Journal of Technology and Design Education, 2024
In this study, we designed and evaluated the effectiveness of a new course aimed at developing creativity as the cornerstone of technology and design education. This 14-hour synchronous online course was offered to secondary school students in the online format by the Open Educational Laboratory by the National Center of the Junior Academy of…
Descriptors: Curriculum Development, Curriculum Evaluation, Pilot Projects, Instructional Effectiveness
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Pratomo, Laurensia Claudia; Siswandari; Wardani, Dewi Kusuma – International Journal of Instruction, 2021
This research aims to examine the effectiveness of entrepreneurship learning with the Stanford D School design thinking approach and to make students more actively involved in learning activities so that their learning experiences can develop creative skills and entrepreneurial alertness. The underlying theory of the design thinking approach comes…
Descriptors: Design, Entrepreneurship, Thinking Skills, Comparative Analysis
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Tsai, Jen-Che; Chen, Shih-Yeh; Chang, Chun-Yen; Liu, Shiang-Yao – Education Sciences, 2020
This article reports the design of a scientific board game, named "Element Enterprise Tycoon" (EET), which creates a scenario combining chemical elements, techniques, and products in daily life. The game cards are designed to motivate students not only to retrieve information about chemical elements, but also to be proficient in…
Descriptors: Games, Chemistry, Science Instruction, Teaching Methods
Zhang, Chao; Wan, Lili; Min, Daihwan – International Association for Development of the Information Society, 2016
The emphasis of this study lies in behavior change after using car apps that assist users in using their vehicles and establishing a process for examining the interrelationship between car app's persuasive characteristics and behavior change. A categorizing method was developed and 697 car apps were investigated and classified into eight…
Descriptors: Behavior Change, Motor Vehicles, Computer Oriented Programs, Design
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Cengiz, Caner; Güler, Damla; Güler, Yagmur; Tuncel, Semiyha – African Educational Research Journal, 2023
This study was conducted to examine the effect of design thinking on the creative thinking of physical education and sports teacher candidates. The research group of the study, which was created by using the pretest-posttest single-group experimental design, consisted of 14 women and 15 men, who were studying at Ankara University, Faculty of Sport…
Descriptors: Foreign Countries, Design, Thinking Skills, Physical Education Teachers
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Coppi, Alessia Eletta; Oertel, Catharine; Cattaneo, Alberto – Vocations and Learning, 2021
Visual expertise is a fundamental proficiency in many vocations and many questions have risen on the topic, with studies looking at experts and novices differences' in observation (e.g., radiologists) or at ways to help novices achieve visual expertise (e.g., through annotations). However, most of these studies focus on white-collar professions…
Descriptors: Clothing, Visual Perception, Novices, Expertise
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Dillman Taylor, Dalena L.; Blount, Ashley J.; Bloom, Zachary – International Journal for the Scholarship of Teaching and Learning, 2017
Outcome research examining the effectiveness of teaching methods in counselor education is sparse. The researchers conducted a qualitative investigation utilizing an instrumental case study to examine the influence of a constructivist-developmental format on a play therapy counseling course in a large CACREP accredited university in the…
Descriptors: Play Therapy, Outcomes of Education, Qualitative Research, Case Studies
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Horng, Ruey-Yun; Wang, Ching-Wen; Yen, Yung-Chieh; Lu, Chia-Ying; Li, Chien-Tao – Creativity Research Journal, 2021
Conceptual combination is proposed as the mental activity by which imagination produces new ideas in creative processes. Two parallel forms of the imagination test were constructed based on conceptual combination theory. Each test comprises eighteen unrelated noun-noun pairs. For each pair, an original idea is required. The test-retest reliability…
Descriptors: Imagination, Alternative Assessment, Creativity Tests, Cognitive Processes
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Huffman, Tanner J.; Mentzer, Nathan – International Journal of Technology and Design Education, 2021
Modeling allows students to become more effective designers. High school technology and engineering students engage in engineering design challenges as part of traditional instructional practices. Model-eliciting activities (MEA) present students with opportunities to elicit mathematical thinking that facilitates modeling. Students (n = 266) from…
Descriptors: Design, High School Students, Comparative Analysis, Scoring Rubrics
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Maheshwari, Anil K.; Werd, Margaret Rose P. – Creativity Research Journal, 2019
This paper reports on the effect of architectural design of a workplace on the creativity of its users. A technical services company relocated from a conventional office building to one designed according to Maharishi Vastu (MVA), a natural system of architecture based on alignment with the energy fields of the sun and the earth. The company's…
Descriptors: Architecture, Design, Work Environment, Creativity
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