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Showing 1 to 15 of 48 results Save | Export
Kevin Hinckley – Online Submission, 2024
Use of the term Background knowledge, in conjunction with Reading Comprehension, has become convoluted and vague over the past several decades of research. Showing the abundance of uses of the term in multiple domains and disciplines has relegated it to being an automatic inclusion in key notes and conclusions of research on the topic of improving…
Descriptors: Prior Learning, Reading Comprehension, Educational Improvement, Reading Ability
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Nwana, S. E.; Egbe, C. I.; Ugwuda, S. O. – World Journal of Education, 2017
The study focused on awareness and usage of e-learning materials among students in the distance education programme of the National Open University of Nigeria (NOUN). The study is a descriptive survey which was guided by two research questions. The population for the study comprised of the 1, 512 year three students out of which 400 were sampled…
Descriptors: Foreign Countries, Open Universities, Educational Technology, Technology Uses in Education
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Cui, Dongmei; Wilson, Timothy D.; Rockhold, Robin W.; Lehman, Michael N.; Lynch, James C. – Anatomical Sciences Education, 2017
The head and neck region is one of the most complex areas featured in the medical gross anatomy curriculum. The effectiveness of using three-dimensional (3D) models to teach anatomy is a topic of much discussion in medical education research. However, the use of 3D stereoscopic models of the head and neck circulation in anatomy education has not…
Descriptors: Anatomy, Models, Technology Uses in Education, Educational Technology
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Yang, Jie Chi; Lin, Yi Lung; Liu, Yi-Chun – Environmental Education Research, 2017
Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners' reactions to digital games for…
Descriptors: Educational Games, Teaching Methods, Video Games, Technology Uses in Education
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Crawford, Renée; Jenkins, Louise – Australasian Journal of Educational Technology, 2017
Increased accessibility of advanced technology, the targeted use of online learning platforms, student flexible learning expectations and the pressures of faculty budget constraints and priorities have called into question the effectiveness of traditional tertiary teaching and learning models. The tertiary education context must evolve at a pace…
Descriptors: Blended Learning, Technology Uses in Education, Educational Technology, Teaching Methods
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Cuhadar, Cem – Contemporary Educational Technology, 2018
This study aims to expose the training and experience that pre-service teachers acquire in the course of their study at schools of education in regard to the use of information and communication technology (ICT). The study adopts the survey model and its sampling is comprised of 832 pre-service teachers who attend four different faculty of…
Descriptors: Preservice Teachers, Career Readiness, Technology Integration, Technology Uses in Education
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Ting, Yu-Liang; Tai, Yaming; Tseng, Teng-Hui; Tsai, Shin-Ping – Educational Technology & Society, 2018
Multimedia learning environments facilitate the construction of certain forms of representations and allow users to combine forms of representation that address different modalities. A promising approach entails having students construct representations of the domain. The process of constructing a representation elicits self-explanation effects…
Descriptors: Educational Technology, Technology Uses in Education, Videoconferencing, Handheld Devices
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Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung – Journal of Educational Multimedia and Hypermedia, 2018
The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…
Descriptors: Adolescents, Knowledge Level, Student Attitudes, Money Management
Manson, Sharon K. – ProQuest LLC, 2017
The purpose of the current study was to determine whether adding gamification to a doctoral level class would improve 1) students' self-reported feelings of motivation, competency, and engagement, and 2) knowledge of the library resources available to complete research. Twenty-one students agreed to participate and completed the pretest survey.…
Descriptors: Games, Doctoral Programs, Student Motivation, Competence
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Jenson, Jennifer; Droumeva, Milena – E-Learning and Digital Media, 2017
An ongoing challenge of 21st century learning is ensuring everyone has the requisite skills to participate in a digital, knowledge-based economy. Once an anathema to parents and teachers, digital games are increasingly at the forefront of conversations about ways to address student engagement and provoke challenges to media pedagogies. While…
Descriptors: Technological Literacy, Media Literacy, Middle School Students, Student Surveys
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Hensiek, Sarah; DeKorver, Brittland K.; Harwood, Cynthia J.; Fish, Jason; O'Shea, Kevin; Towns, Marcy – Journal of Chemical Education, 2016
Building on previous success with a digital pipet badge, an evidence-centered design approach was used to develop new digital badges for measuring the volume of liquids with a buret and making a solution in a volumetric flask. These badges were implemented and assessed in two general chemistry courses. To earn the badges, students created videos…
Descriptors: Chemistry, Science Instruction, Technology Uses in Education, Educational Technology
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Chiu, Yen-Lin; Tsai, Chin-Chung; Liang, Jyh-Chong – Australasian Journal of Educational Technology, 2015
The purposes of this study were to investigate the measurement invariance and gender differences in the Internet-specific epistemic beliefs between male and female undergraduates. A total of 735 university students in Taiwan were surveyed using the Internet-specific epistemic beliefs questionnaire (ISEQ). By conducting structural equation modeling…
Descriptors: Gender Differences, Internet, Student Attitudes, Undergraduate Students
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Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2017
This study examined the interaction effects of self-explanation and game-reward strategies on sixth graders' algebra variable learning achievement, learning attitude, and meta-cognitive awareness. A learning system was developed to support the learning activity, and a 2×2 quasi-experiment was conducted. Ninety-seven students were invited to…
Descriptors: Algebra, Grade 6, Mathematics Achievement, Student Attitudes
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Stiller, Klaus D.; Bachmaier, Regine – European Journal of Open, Distance and E-Learning, 2017
High dropout rates are still a problem with online training. It is strongly suggested that learner characteristics influence the decision to persist in an online course or to drop out. The study explored the differences in domain-specific prior knowledge, motivation, computer attitude, computer anxiety, and learning skills between dropouts and…
Descriptors: Foreign Countries, Dropout Rate, Knowledge Level, Student Motivation
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Kelsey, Karishma; Zaliwski, Andrew – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2017
Aim/Purpose: The teaching solution presented in this paper was implemented to overcome the common problems encountered by authors during years of practice of applied business studies teaching. Background: In our school, we have deep multicultural environments where both teachers and students are coming from different countries and cultures. The…
Descriptors: Cultural Differences, Barriers, Teaching Methods, Visualization
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