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Woods-Groves, Suzanne; Alqahtani, Saeed S.; Balint-Langel, Kinga; Kern, Amanda – Education and Training in Autism and Developmental Disabilities, 2018
This study examined the efficacy of an electronic essay-writing strategy to improve the expository writing skills of 20 young adults with intellectual and developmental disabilities enrolled in a program at an institute of higher education in the midwest. A pretest and posttest experimental design with random assignment to treatment or control…
Descriptors: Intellectual Disability, Writing Strategies, Developmental Disabilities, Pretests Posttests
Orndorff, Harold N., III. – International Journal of Teaching and Learning in Higher Education, 2015
This article presents the early findings of an experimental design to see if students perform better when taking collaborative notes in small groups as compared to students who use traditional notes. Students are increasingly bringing electronic devices into social science classrooms. Few instructors have attempted robustly and systematically to…
Descriptors: Internet, Computer Software, Computer Use, Users (Information)
Okutsu, Masataka; DeLaurentis, Daniel; Brophy, Sean; Lambert, Jason – Computers & Education, 2013
To test the concept of multiuser 3D virtual environments as media to teach semester-long courses, we developed a software prototype called Aeroquest. An aerospace design course--offered to 135 second-year students for university credits in Fall 2009--was divided into two groups: the real-world group attending lectures, physically, in a campus hall…
Descriptors: Engineering, Engineering Education, Aerospace Education, Design
Fotaris, Panagiotis; Mastoras, Theodoros; Leinfellner, Richard; Rosunally, Yasmine – Electronic Journal of e-Learning, 2016
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment…
Descriptors: Programming, Teaching Methods, Learner Engagement, Incentives
Staub, Nancy A.; Bravender, Marlena – International Journal of Educational Leadership Preparation, 2014
Online simulations offer opportunities for trial and error decision-making. What better tool for a principal than to make decisions when the consequences will not have real-world ramifications. In this study, two groups of graduate students in a principal preparation program taking the same course in the same semester use online simulations…
Descriptors: Graduate Students, Administrator Education, Higher Education, Computer Simulation
Rouse, Sharon M. – Online Submission, 2012
(Purpose) The purpose of this paper was to examine the issues associated with bringing new technology into the classroom, in particular, the vocational/technical classroom. (Methodology) A new Haas 5 axis vertical Computer Numerical Control machining center was purchased to update the CNC machining curriculum at a community college and the process…
Descriptors: Experimental Groups, Computer Software, Computers, Educational Technology
Despotovic-Zrakic, Marijana; Markovic, Aleksandar; Bogdanovic, Zorica; Barac, Dusan; Krco, Srdjan – Educational Technology & Society, 2012
In this paper, we describe an approach to providing adaptivity in e-education courses. The primary goal of the paper is to enhance an existing e-education system, namely Moodle LMS, by developing a method for creating adaptive courses, and to compare its effectiveness with non-adaptive education approach. First, we defined the basic requirements…
Descriptors: Electronic Learning, Distance Education, Education Courses, Open Source Technology
Unal-Colak, Figen; Ozan, Ozlem – Turkish Online Journal of Distance Education, 2012
Animated agents are electronic agents that interact with learners through voice, visuals or text and that carry human-like characteristics such as gestures and facial expressions with the purpose of creating a social learning environment, and provide information and guidance and when required feedback and motivation to students during their…
Descriptors: Socialization, Feedback (Response), Computer Software, Academic Achievement
Wang, Pei-Yu; Yang, Hui-Chun – Computers & Education, 2012
This study examined the impact of collaborative filtering (the so-called recommender) on college students' use of an online forum for English learning. The forum was created with an open-source software, Drupal, and its extended recommender module. This study was guided by three main questions: 1) Is there any difference in online behaviors…
Descriptors: Control Groups, College Students, Quasiexperimental Design, College English
Bueno Alastuey, M. C. – Computer Assisted Language Learning, 2011
This study explored the benefits and drawbacks of synchronous voice-based computer-mediated communication (CMC) in a blended course of English for specific purposes. Quantitative and qualitative data from two groups following the same syllabus, except for the oral component, were compared. Oral tasks were carried out face-to-face with same L1…
Descriptors: Experimental Groups, Control Groups, Computer Mediated Communication, Second Languages
Lents, Nathan H.; Cifuentes, Oscar E. – Journal of College Science Teaching, 2009
This study is an experimental introduction of web-based lecture delivery into a majors-level introductory biology course. Web-based delivery, achieved through the use of prerecorded Voice-Over PowerPoint video lectures, was introduced on a limited basis to an experimental section while a control group, with the same instructor, received standard…
Descriptors: Majors (Students), Control Groups, Attendance, Active Learning
Ebner, Martin; Holzinger, Andreas – Computers & Education, 2007
Goal: The use of an online game for learning in higher education aims to make complex theoretical knowledge more approachable. Permanent repetition will lead to a more in-depth learning. Objective: To gain insight into whether and to what extent, online games have the potential to contribute to student learning in higher education. Experimental…
Descriptors: Higher Education, Teaching Methods, Control Groups, Civil Engineering
Cabalo, Jessica Villaruz; Vu, Minh-Thien – Empirical Education Inc., 2007
The Maui Hawaii Educational consortium (the Maui School District and Maui Community College) sought scientifically based evidence for the effectiveness of the "Cognitive Tutor (CT) Algebra I Curriculum" to inform adoption decisions. Decision makers were particularly interested in whether the use of the "CT" program affects…
Descriptors: Access to Computers, Program Effectiveness, Algebra, Community Colleges

Bowman, Brent J.; And Others – Journal of End User Computing, 1995
Reviews the current literature and describes a study of computer-based training (CBT) effectiveness for teaching microcomputer software in a college-level business class. Students were divided into an experimental class (using CBT) and a control group (using traditional lectures). Results indicated experimental students perform as well as control…
Descriptors: Academic Achievement, Business Education, Case Studies, College Instruction

Sterling, Joan; Gray, Mary W. – Journal of Computers in Mathematics and Science Teaching, 1991
An experimental class in introductory statistics (n=40) using simulation software at American University was compared to a traditionally taught control group (n=36) with respect to achievement and accrued beliefs about the benefits of the simulations. Results indicate significantly higher achievement scores for the experimental class with about…
Descriptors: Computer Simulation, Computer Software Evaluation, Control Groups, Experimental Groups