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Anggoro, Kiki Juli; Pratiwi, Damar Isti – Research in Learning Technology, 2023
"Pear Deck" is one interactive response system that has gained popularity in recent years. This study addressed the gap in the literature and considered students' experience of the platform in a Thai university context. This was a mixed-method study in which 320 students completed a survey including closed and open-ended components.…
Descriptors: Student Attitudes, English (Second Language), Second Language Learning, Second Language Instruction
Baidoo, Stephen Rowland; Reaburn, Robyn; Oates, Greg – Mathematics Education Research Group of Australasia, 2022
This study reports on the development, validation, and reliability of a geometry disposition scale (GDS) to measure pre-service teachers' (PSTs') attitudes to geometry learning. PSTs from two Colleges of Education (CoEs) in Ghana volunteered to participate in the study (N = 153). A principal component analysis (PCA) extracted four factors: deep…
Descriptors: Preservice Teachers, Student Attitudes, Geometry, Teaching Methods
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Yowaboot, Chadaporn; Sukying, Apisak – English Language Teaching, 2022
There is growing evidence in L2 vocabulary research that digital flashcards facilitate learners' vocabulary learning and development. Several studies also suggest that deliberate vocabulary teaching is critical for successful language learning. Hence, the primary goal of this study was to investigate whether the use of digital flashcards could…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Elementary School Students
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Gabriele Bertozzi; Claudia Paciarotti; Massimiliano M. Schiraldi – European Journal of Engineering Education, 2024
Serious games are instructional tools that harmonise different pedagogical approaches and pursue specific behavioural and learning outcomes. Characterised by flexibility and complexity, serious games can draw from a vast number of elements and game mechanics. We argue that such adaptability requires specific pedagogical competencies from designers…
Descriptors: Engineering Education, Educational Games, Design, Student Motivation
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Emin Tamer Yenen; Oktay Kizkapan – Discover Education, 2025
This study seeks to explore the impact of learning scenarios on pre-service science teachers' (PSSTs) perceptions of constructivist learning and their dispositions toward instructional technologies. Adopting a single-group pretest-posttest experimental design, a quantitative research methodology was employed. The participants consisted of…
Descriptors: Vignettes, Preservice Teacher Education, Preservice Teachers, Student Attitudes
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Parsazadeh, Nadia; Cheng, Pei-Yu; Wu, Ting-Ting; Huang, Yueh-Min – Journal of Educational Computing Research, 2021
This paper examines a method which can be used by instructors pursuing innovative methods for language teaching, which expands learners' motivation in second language learning. Computational thinking (CT) is a problem-solving skill which can motivate students' English language learning. Designing a learning activity which integrates CT into…
Descriptors: Computation, Problem Solving, Story Telling, Educational Technology
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de Palo, Valeria; Limone, Pierpaolo; Monacis, Lucia; Ceglie, Flavio; Sinatra, Maria – Australian Journal of Adult Learning, 2018
This study assesses the efficacy of e-learning content that has been adapted to cognitive styles in a sample of older adults. Since the personalisation of learning content has been generally associated with learning processes, it was hypothesised that intrinsic motivation, metacognition and self-regulated learning and learning strategies would…
Descriptors: Older Adults, Hypothesis Testing, Learning Motivation, Metacognition
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Alabbasi, Daniah – Turkish Online Journal of Educational Technology - TOJET, 2018
Teachers are the disseminators of information and hence important in promoting the success of innovations such as gamified learning management systems. While studies have revealed that students have a positive perception of the use of gamification in online learning (Boeker et al., 2013; Buckley & Doyle, 2014; Nevin et al., 2013; Urh et al.,…
Descriptors: Teacher Attitudes, Educational Games, Educational Technology, Electronic Learning
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Shin, Yoonhee; Kim, Dongsik; Jung, Jaewon – Educational Technology & Society, 2018
This study investigated the effectiveness of visible-annotation types used in online discussions to enhance the accuracy of shared knowledge and the level of constructed knowledge in computer-supported collaborative learning environments. Three types of visible-annotation were developed specifically for this study, which had the function of…
Descriptors: Documentation, Computer Mediated Communication, Cooperative Learning, Visual Aids
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Raspopovic, Miroslava; Cvetanovic, Svetlana; Medan, Ivana; Ljubojevic, Danijela – International Review of Research in Open and Distributed Learning, 2017
The aim of this paper is to present the learning and teaching styles using the Social Learning Environment (SLE), which was developed based on the computer supported collaborative learning approach. To avoid burdening learners with multiple platforms and tools, SLE was designed and developed in order to integrate existing systems, institutional…
Descriptors: Educational Technology, Technology Uses in Education, Cooperative Learning, Socialization
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Pechenkina, Ekaterina; Aeschliman, Carol – Contemporary Educational Technology, 2017
This article, with its focus on university students as intended recipients and users of technological innovations in education, explores student preferences across three dimensions of technology-enhanced learning: mode of instruction; communication; and educational technology tools embedded in learning and teaching activities. The article draws on…
Descriptors: Foreign Countries, Undergraduate Students, Educational Technology, Preferences
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Mather, Richard – IAFOR Journal of Education, 2015
This paper explores the application of canonical gradient analysis to evaluate and visualize student performance and acceptance of a learning system platform. The subject of evaluation is a first year BSc module for computer programming. This uses "Ceebot," an animated and immersive game-like development environment. Multivariate…
Descriptors: Multivariate Analysis, Program Evaluation, Visualization, Programming
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Ahmad, Waqar; Ali, Zuraina; Sipra, Muhammad Aslam; Taj, Imtiaz Hassan – Advances in Language and Literary Studies, 2017
Smartboards, which are now widely used in the teaching and learning process in Saudi Arabia, have turned the traditional environments of the classrooms, especially the EFL classrooms to be more interesting and encouraging. Literature reviews suggest that Saudi students usually lack motivation for studying English as a foreign language. This study…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Foreign Countries
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Plump, Carolyn M.; LaRosa, Julia – Management Teaching Review, 2017
Instructional games are gaining acceptance in the classroom as the eLearning merits of student engagement and immediate feedback are recognized. Within higher education, the use of these tools is often limited due to lack of time, insufficient experience, or doubts regarding the scholarly merits of such activities. Kahoot! is a popular eLearning…
Descriptors: Educational Technology, Educational Games, Electronic Learning, Learner Engagement
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de Jager, Thelma – International Journal of Inclusive Education, 2017
Research shows that three-dimensional (3D)-animated lessons can contribute to student teachers' effective learning and comprehension, regardless of the learning barriers they experience. Student teachers majoring in the subject Life Sciences in General Subject Didactics viewed 3D images of the heart during lectures. The 3D images employed in the…
Descriptors: Constructivism (Learning), Learning Problems, Foreign Countries, Questionnaires
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