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Seibert, Johann; Heuser, Katrin; Lang, Vanessa; Perels, Franziska; Huwer, Johannes; Kay, Christopher W.M. – Journal of Chemical Education, 2021
Multitouch experiment instructions (MEIs), implemented as interactive eBooks, are learning tools for pupils that offer various digital support tools and enable pupils to individualize their learning. They may be applied to contexts such as inquiry-based experiments in school laboratories, which involve highly demanding cognitive processes and…
Descriptors: Science Experiments, Educational Technology, Self Control, Active Learning
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Christopher Stratton; Avery Christensen; Chelsey Jordan; Brian A. Salvatore; Elahe Mahdavian – Biochemistry and Molecular Biology Education, 2024
We present a new highly interdisciplinary project-based course in computer aided drug discovery (CADD). This course was developed in response to a call for alternative pedagogical approaches during the COVID-19 pandemic, which caused the cancellation of a face-to-face summer research program sponsored by the Louisiana Biomedical Research Network…
Descriptors: Educational Technology, Computer Assisted Instruction, Science Instruction, Drug Therapy
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Maiti, Ananda; Raza, Ali; Kang, Byeong Ho – IEEE Transactions on Learning Technologies, 2021
The Internet-of-Things (IoT) is a collection of technologies to bring the Internet to physically embedded devices and to embed them deeply into human activities to aid in a variety of activities. IoT gained traction with developers and consumers in recent years, driven by low-cost open-source hardware that enables easy prototyping and testing. IoT…
Descriptors: Internet, Active Learning, Student Projects, College Students
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Baldwin-White, Adrienne; Read, Glenna; Beer, Jenay; Darville, Gabrielle – Journal of American College Health, 2023
The current global pandemic has presented an opportunity to rethink how universities implement sexual assault prevention programs. The advantages and capabilities presented by technology such as digital gaming have not been fully utilized in sexual assault prevention programming. A user-centered design approach gives developers the opportunity to…
Descriptors: Sexual Abuse, Crime Prevention, College Role, College Students
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Jon M. Wargo; Kierstin Giunco – Reading Teacher, 2024
Offering a heuristic to apprentice young children into the disciplines, we examine how one multiage classroom teacher leveraged the resources of personal digital inquiry to forward students' knowledge building.
Descriptors: Educational Technology, Literacy, Elementary School Teachers, Elementary School Students
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Mercat, Christian – Open Education Studies, 2022
We present the Active Learning tools introduced in basic mathematics courses in the Preparatory Curriculum for Engineering schools at Université Claude Bernard. Additions were introduced in the academic year 2018/2019 in Foundations of Mathematics 2, in the first year of bachelor study program. Its content are Linear Algebra (matrices, vector…
Descriptors: Active Learning, Engineering Education, Mathematics Instruction, College Mathematics
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Kong-Ching Wong; K. Brant Knutzen; Ignatius Ip; Steve Po-Yam Li – Journal of Chemical Education, 2023
Surface chemistry is a challenging realm for most students because of its abstract nature and numerous associated mathematical equations. Herein we report a set of dedicated sequential inquiry-based learning (IBL) activities enriched with virtual laboratory learning and hands-on instructions. The activities were intended to help students grasp…
Descriptors: Active Learning, Inquiry, Chemistry, Educational Technology
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McPhee, Siobhán R. – Journal of Geography in Higher Education, 2022
Applied geography represents the dialectic relationship between theory and application (Pacione 1999, 2004). A well-informed rigorous pedagogy must represent this dialectical relationship (Pacione 1999). How then can the relationship between the theoretical and the applied be challenged within the "spaces" of the university? I provide a…
Descriptors: Holistic Approach, Geography Instruction, Educational Technology, Blended Learning
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Pinto, Carla M. A.; Mendonça, Jorge – Open Education Studies, 2022
In this paper we provide a description of the project DrIVE-MATH, highlighting the main goals, intellectual outputs, outcomes, the involved partners, and activities and reports from the three-years' project. At the end we discuss the impact of the new proposed Education models at various levels, from students, to HEIs, to stakeholders.
Descriptors: Mathematics Education, Active Learning, Models, Educational Technology
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Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
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Moore-Beyioku, Cheryl – Journal of Teaching and Learning with Technology, 2021
The need to quickly transition from face-to-face teaching using engaging, content-based activities to a new, online platform in just two weeks during the 2019 coronavirus disease (COVID19) pandemic, made it necessary to try to migrate familiar activities that the students enjoyed into a virtual classroom. The activity that proved to be the most…
Descriptors: COVID-19, Pandemics, Distance Education, Learner Engagement
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Dimitri Belli; Guglielmo Lischi; Giovanni Pardini; Paolo Milazzo; Valentina Domenici – Journal of Chemical Education, 2024
This technology report presents the main features of a free digital educational tool which aims to introduce middle school level students to the comprehension of the particulate nature of matter in the three states (i.e., solid, liquid, and gas) and during phase transitions. This digital tool is available and is freely accessible online. Its…
Descriptors: Secondary School Science, Chemistry, Middle School Students, Educational Technology
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Saunders, Colin P.; Bennett, Jennifer A. – Educational Media and Technology Yearbook, 2019
This chapter provides an overview on how the use of Virtual Reality apps and related activities enhanced student learning in conjunction with a low-tech, team-based, active learning assessment. Our approach for integrating emerging immersive technology in a Cell Biology class, a first of its kind at Otterbein University in Westerville, Ohio, was…
Descriptors: Computer Simulation, Computer Oriented Programs, Active Learning, Educational Technology
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Nazi Homayounnasab; Peter Adam Hoeher; Sandra Hansen – Journal of STEM Education: Innovations and Research, 2024
This paper deals with an integration of STEM education and project-based learning (PBL) by introducing a hybrid hardware/software-based learning platform covering eight learning units. PBL not only bridges the gap between theory and practice, but also focuses on improving students' soft skills, which is important as they prepare for further…
Descriptors: STEM Education, Active Learning, Student Projects, Technology Integration
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Muhammad Zulfadhli Kamarudin; Mohd Syafiq Aiman Mat Noor; Romarzila Omar – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2024
The use of digital technologies as teaching and learning materials supports and enhances science learning, encouraging students to develop valuable inquiry skills and knowledge. In response, this paper seeks to explore digital inquiry-based learning as a useful aid for teaching the elementary school science curriculum on plants in Malaysia. There…
Descriptors: Foreign Countries, Plants (Botany), Science Education, Electronic Learning
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