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Yung, Kevin Wai-Ho – Educational Studies, 2022
Private tutoring, or shadow education, has become a widespread phenomenon globally. Its growth can be attributed to the expansion of cram schools offering live and video tutoring. This study critically analyses students' perceptions of video-recorded classes. Specifically, it problematises students' preference for video-recorded classes by…
Descriptors: Tutoring, Private Education, Student Attitudes, Foreign Countries
Ruffalo Noel Levitz, 2023
High school students have been through profound changes and challenges in the last three years. The experiences of the pandemic, lockdowns, virtual classes, and economic and social disruptions have had tremendous--and possibly lasting--impacts on them. As they prepare to enroll in college, have those experiences changed how they search for…
Descriptors: High School Students, College Bound Students, Grade 10, Grade 11
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Ajloni, Mosah; O'Toole, Mitchell – Turkish Online Journal of Educational Technology - TOJET, 2021
Teaching pedagogy is constantly shaped by the environment and the socio-demographic background of teachers and students. Continuing technological developments enabled videos to be accessed more easily, faster, and across multiple platforms and devices. There has been a growing use of video technology for teaching in the Middle Eastern region,…
Descriptors: Foreign Countries, Video Technology, Secondary School Teachers, Teaching Methods
Michelle A. Zgombic – ProQuest LLC, 2023
The purpose of this study was to determine if teachers are currently providing screencast video feedback for students as a means of formative assessment while they develop digital content. If this approach was already in place, the benefits of the practice were explored to support existing research on the method. If they did not use the…
Descriptors: Formative Evaluation, Educational Technology, Video Technology, Visual Aids
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Lo, Chung Kwan; Hew, Khe Foon – Educational Technology & Society, 2017
Flipping the classroom is a current pedagogical innovation in many schools and universities. Although interest in flipped classroom (or Inverted Classroom) continues to grow, its implementation so far has been driven more by teachers' intuitive beliefs, rather than empirically-based principles. Many studies merely replace in-class instructions…
Descriptors: Blended Learning, Technology Uses in Education, Educational Technology, Homework
Muir, Tracey – Mathematics Education Research Group of Australasia, 2015
Traditionally, the domain of higher education, the 'flipped classroom' is gaining in popularity in secondary school settings. In the flipped classroom, digital technologies are used to shift direct instruction from the classroom to the home, providing students with increased autonomy over their learning. While advocates of the approach believe it…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Video Technology
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Gresham, Peta – English in Australia, 2012
This paper reflects one cycle of an action research project that investigated how integrating activity, competition, and visual learning strategies through IWB/ Smart Response technology could engage a lower level Year 12 Advanced English class in NSW--a group of boys who felt disconnected from the course of study. After my initial reconnaissance…
Descriptors: Video Technology, Action Research, Achievement, Visual Learning
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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
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Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation