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Bulut, Ramazan – International Journal of Progressive Education, 2019
Multimedia settings can be defined as digital settings in which elements with visual, audio or visual-audio characteristics that appeal to individuals' auditory and visual senses are presented in a combined way. Such settings are employed in numerous fields including movies, advertisements, tourism, commerce and education. The aim of the study is…
Descriptors: Academic Achievement, Multimedia Instruction, Teaching Methods, Correlation
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Yang, Kai-Hsiang – Interactive Learning Environments, 2017
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
Descriptors: Educational Games, Electronic Learning, Mastery Learning, Learning Theories
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Wass, Sam V.; Cook, Clare; Clackson, Kaili – Developmental Psychology, 2017
Previous research has suggested that early development may be an optimal period to implement cognitive training interventions, particularly those relating to attention control, a basic ability that is essential for the development of other cognitive skills. In the present study, we administered gaze-contingent training (95 min across 2 weeks)…
Descriptors: Infants, Metabolism, Physiology, Training
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Gårdebjer, Sofie; Larsson, Anette; Adawi, Tom – Journal of Education in Science, Environment and Health, 2017
This paper deals with a novel method for improving the traditional "verification" laboratory in science education. Drawing on the idea of integrated instructional units, we describe an instructional sequence which we call the Babushka concept. This concept consists of three integrated instructional units: a start-up lecture, a laboratory…
Descriptors: Science Education, Sequential Approach, Instructional Innovation, Lecture Method
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Muñoz, Karla; Noguez, Julieta; Neri, Luis; Mc Kevitt, Paul; Lunney, Tom – Educational Technology & Society, 2016
Game-based Learning (GBL) environments make instruction flexible and interactive. Positive experiences depend on personalization. Student modelling has focused on affect. Three methods are used: (1) recognizing the physiological effects of emotion, (2) reasoning about emotion from its origin and (3) an approach combining 1 and 2. These have proven…
Descriptors: Educational Games, Psychological Patterns, Models, Academic Achievement
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De Smet, Cindy; Schellens, Tammy; De Wever, Bram; Brandt-Pomares, Pascale; Valcke, Martin – Interactive Learning Environments, 2016
Learning paths have the potential to play an important role in the way educators serve their learners. Empirical research about learning paths is scarce, particularly in a secondary education setting. The present quasi-experimental study took place in the context of a biology course involving 360 secondary school students. A 2 × 2 factorial…
Descriptors: Integrated Learning Systems, Program Design, Program Implementation, Secondary Education
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Hafidi, Mohamed; Bensebaa, Taher – International Journal of Distance Education Technologies, 2015
The majority of adaptive and intelligent tutoring systems (AITS) are dedicated to a specific domain, allowing them to offer accurate models of the domain and the learner. The analysis produced from traces left by the users is didactically very precise and specific to the domain in question. It allows one to guide the learner in case of difficulty…
Descriptors: Intelligent Tutoring Systems, Foreign Countries, Interdisciplinary Approach, Universities
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Mühlfelder, Manfred; Konermann, Tobias; Borchard, Linda-Marie – Journal of Problem Based Learning in Higher Education, 2015
In this paper we describe a "Train the Tutor" programme (TtT) for developing the metacognitive skills, facilitator skills, and tutor skills of students in a problem based learning (PBL) context. The purpose of the programme was to train 2nd and 3rd year undergraduate students in psychology to become effective PBL tutors for…
Descriptors: Undergraduate Students, Problem Based Learning, Tutor Training, Program Design
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Eden, Sigal; Ingber, Sara – American Annals of the Deaf, 2014
The study examined the efficacy of an early intervention program to improve children's sequential time perception through virtual versus pictorial training in arranging episodes of temporal scripts. The researchers examined 65 deaf and hard of hearing children ages 4-7 years who were divided into two groups: (a) virtual environments technological…
Descriptors: Virtual Classrooms, Deafness, Partial Hearing, Early Intervention
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Fogarty, Ian; Geelan, David – Journal of Computers in Mathematics and Science Teaching, 2013
Students in 4 Canadian high school physics classes completed instructional sequences in two key physics topics related to motion--Straight Line Motion and Newton's First Law. Different sequences of laboratory investigation, teacher explanation (lecture) and the use of computer-based scientific visualizations (animations and simulations) were…
Descriptors: Foreign Countries, Computer Simulation, Animation, Computer Assisted Instruction
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Ali, Shafqat; Idrees, Muhammad; Ahmed, Iftikhar – Journal of Educational Technology, 2009
This study was conducted to find out the effectiveness of Layered Instructional Strategy (LIS) based on the Elaboration Theory given by Charles M. Reigeluth on the learning achievement of secondary school students in the subject of English. Main objectives were to develop an understanding about instructional strategy, to ascertain the difference…
Descriptors: Foreign Countries, Instructional Effectiveness, Instructional Design, Educational Strategies