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Mingxiang Sun; Zhaorun Sun – Journal of Pedagogical Research, 2024
Th? cr?ativity and g?n?ral cognitiv? d?v?lopm?nt of stud?nts ar? gr?atly aid?d by music ?ducation. In China, th? gov?rnm?nt has tak?n action to nationaliz? th? curriculum in r?cognition of th? valu? of music ?ducation and to ?nsur? that childr?n across th? country r?c?iv? consist?nt, ?xc?ll?nt music training. This study aim?d to ?xamin? th? impact…
Descriptors: Foreign Countries, Music Education, Musical Instruments, Student Motivation
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Ziqian Liu; Zhuo Wang – Educational Technology & Society, 2024
Concept maps have been used widely in various subjects of K-12 and higher education for diverse purposes. Digital concept maps (DCM) provide even more benefits, such as higher efficiency, expanded canvas, and multimedia integration. The present paper sought to analyze the research and application trends and issues in DCM research and practices…
Descriptors: Concept Mapping, Literature Reviews, Educational Research, Trend Analysis
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Asmaa Falah Theiyab Alazemi – Language Testing in Asia, 2024
This paper investigates the effects of formative assessment (FA) via artificial intelligence (AI) on EFL students' reading comprehension development, online academic enjoyment, personal best goals (PBGs), and academic mindfulness. To achieve this, 80 Kuwaiti students were selected through convenience sampling and divided into the experimental…
Descriptors: Formative Evaluation, Artificial Intelligence, Reading Comprehension, Electronic Learning
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Natalie Brezack; Wynnie Chan; Mingyu Feng – Grantee Submission, 2024
This paper explores how learning analytics data provided by a math problem-solving educational technology platform informed 5th and 6th grade teachers' instructional decisions around socioemotional learning (SEL). MathSpring is an educational technology tool that provides teachers with data on students' effort, progress, and emotions while…
Descriptors: Social Emotional Learning, Mathematics Instruction, Teacher Attitudes, Comparative Analysis
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Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
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Capelo, Carlos; Pereira, Renato – International Association for Development of the Information Society, 2021
Simulation-based learning environments have been proposed by researchers, as educational tools to support learning in complex business systems. However, studies have evidenced that subjects may nevertheless have great difficulty understanding and managing dynamic systems. Previous research has revealed positive learning and performance effects of…
Descriptors: Computer Simulation, Teaching Methods, Educational Technology, Technology Uses in Education
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Ebru Mazlum Güven – Online Submission, 2024
Teachers' technological experiences are constrained by limitations in reflective decision-making and theoretical frameworks. Challenges with the technological pedagogical content knowledge framework (TPACK) are often associated with deficits in self-regulation. To effectively develop TPACK, it is recommended that educators focus on enhancing…
Descriptors: Science Teachers, Teacher Attitudes, Technological Literacy, Pedagogical Content Knowledge
Culatta, Richard – Educational Leadership, 2019
What is the difference between schools who are using technology effectively and those who are not? More often than not, says Culatta, it comes down to creating a vision for learning before jumping into buying devices or software. Culatta describes how using a shared set of digital-learning strategies helped the Los Angeles Unified School District…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Urban Schools
Nichole Danielle Viderman – ProQuest LLC, 2021
The purpose of this qualitative descriptive study is to examine how 3rd-8th grade teachers describe their use of educational technology for experiential learning in mathematics in the Southwestern United States. David Kolb et al. (2001) experiential learning theory guided the two research questions on the level of use and how teachers described…
Descriptors: Mathematics Instruction, Experiential Learning, Grade 3, Grade 4
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Sangkawetai, Cheeraporn; Neanchaleay, Jariya; Koul, Ravinder; Murphy, Elizabeth – Technology, Knowledge and Learning, 2020
The goal of this study is to identify the relationship between K-12 teachers' self-efficacy beliefs, classroom goal structure and use of instructional strategies. The study also aims to determine if there is variance in the relationship between these constructs for primary versus secondary school teachers. Data collection involved completion of a…
Descriptors: Elementary School Teachers, Secondary School Teachers, Self Efficacy, Teaching Methods
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Casey, Stephanie; Amidon, Joel – Mathematics Teacher Educator, 2020
Developing expertise in professional noticing of students' mathematical thinking takes time and meaningful learning experiences. We used the Lesson"Sketch" platform to create a learning experience for secondary preservice teachers (PSTs) involving an approximation of teaching practice to formatively assess PSTs' noticing skills of…
Descriptors: Formative Evaluation, Preservice Teachers, Attention, Mathematics Skills
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Alexiou, Andreas; Schippers, Michaéla C. – Education and Information Technologies, 2018
The primary aim of this paper is to identify and theoretically validate the relationships between core game design elements and mechanics, user motivation and engagement and consequently learning. Additionally, it tries to highlight the moderating role of player personality traits on learning outcomes and acceptance and suggest ways to incorporate…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Student Motivation
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Malecka, Bianka; Ajjawi, Rola; Boud, David; Tai, Joanna – Assessment & Evaluation in Higher Education, 2022
Feedback is justified when it has a positive influence on students' subsequent performance. Opportunities for student action need therefore to be consciously designed if feedback is to influence learning. In this paper, we discuss how ipsative design of feedback processes, i.e. involving comparison of a student's current performance with a…
Descriptors: Feedback (Response), Educational Technology, Portfolios (Background Materials), Teacher Student Relationship
Rouleau, Kristin – McREL International, 2020
Online teaching and learning can be more engaging and effective for students and teachers alike if districts take into account several key considerations when formatting their digital plans and processes. Combining and building on ideas from change management, improvement science, and inside-out systems development, Dr. Kris Rouleau from McREL's…
Descriptors: Online Courses, Distance Education, Educational Technology, Technology Uses in Education
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Stegmann, Karsten; Kollar, Ingo; Weinberger, Armin; Fischer, Frank – International Journal of Computer-Supported Collaborative Learning, 2016
In a recent paper, Pierre Tchounikine has suggested to advance the Script Theory of Guidance (SToG) by addressing the question how learners appropriate collaboration scripts presented to them in learning environments. Tchounikine's main criticism addresses SToG's "internal script configuration principle." This principle states that in…
Descriptors: Scripts, Theories, Teaching Methods, Cooperative Learning
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