NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
Peer reviewed Peer reviewed
Direct linkDirect link
Onofrei, George; Ferry, Paul – International Journal of Educational Management, 2020
Purpose: Blended learning is an emerging trend across many educational settings, adopting the purposeful integration of traditional face-to-face and online teaching to establishing an engaging learning experience for the students. Blended learning provides an ideal platform for the implementation of reusable learning objects (RLOs) as a…
Descriptors: Blended Learning, Synchronous Communication, Instructional Effectiveness, College Freshmen
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ness, Mike; Couperus, Josh; Willey, Matthew – Kairaranga, 2013
This study evaluates the efficacy of the Lexia Reading (LR) programme with a cohort of 37 students in a Decile 1 primary school. The students were randomly assigned to experimental (who used LR) and control groups (who did not use LR). The WIAT-II was used to provide pre and post measures of literacy skills. Results indicated that students who…
Descriptors: Reading Programs, Elementary School Students, Foreign Countries, Questionnaires
Peer reviewed Peer reviewed
Direct linkDirect link
Casey, Ashley; Hastie, Peter A.; Rovegno, Inez – Physical Education and Sport Pedagogy, 2011
Background: In the 1970s and 1980s, there was considerable discussion about the potential of student-designed games to help students develop a more refined and deeper understanding of games. Unfortunately, despite these sophisticated conversations, there has been limited empirical research on the effectiveness of student-designed games,…
Descriptors: Physical Education, Student Attitudes, Writing Processes, Foreign Countries