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Showing 1 to 15 of 174 results Save | Export
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Bellés-Calvera, Lucía; Martínez-Hernández, Ana-Isabel – Latin American Journal of Content and Language Integrated Learning, 2022
In present-day educational contexts, the integration of Information and Communication Technologies (ICTs) and gamification has been the basis for implementing escape rooms as pedagogical tools. This paper examines the role of virtual escape rooms in boosting History learners' motivation in Content and Language Integrated Learning (CLIL) contexts.…
Descriptors: Game Based Learning, Cooperative Learning, Problem Solving, Educational Environment
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Alonso-Fernández, Cristina; Calvo-Morata, Antonio; Freire, Manuel; Martínez-Ortiz, Iván; Fernández-Manjón, Baltasar – Interactive Learning Environments, 2023
Game Learning Analytics can be used to conduct evidence-based evaluations of the effect that serious games produce on their players by combining in-game user interactions and traditional evaluation methods. We illustrate this approach with a case-study where we conduct an evidence-based evaluation of a serious game's effectiveness to increase…
Descriptors: Educational Games, Learning Analytics, Game Based Learning, Computer Mediated Communication
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Gonzalez-Caminal, Griselda; Gomar-Sancho, Carmen; Mastandrea, Paula Belén; Arrebola-Trias, Xavier; Baños, Josep-Eladi; Cambra-Badii, Irene – Innovations in Education and Teaching International, 2023
Cinemeducation has been used for diverse teaching objectives in medical education. To our knowledge, there are no published accounts of using cinemeducation in combination with simulation. We designed a pedagogical activity combining cinemeducation and simulation in a programme to teach patient safety. This paper aims to describe the design and…
Descriptors: Films, Patients, Safety Education, Teaching Methods
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Cosme Jesús Gómez; Francisco Javier Hinojo-Lucena; Juan Ramón Moreno-Vera; Santiago Alonso-Garcia – Education & Training, 2023
Purpose: The main goal of this investigation is to analyze the implementation of a forced blended-learning program in social sciences higher education in a post-pandemic COVID-19 context. To reach that target, the authors suggest two specific objectives (S.O.): S.O.1 To analyze the motivation, the resources and the learning effectiveness of the…
Descriptors: Blended Learning, Social Sciences, COVID-19, Pandemics
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Uyen, Bui Phuong; Tong, Duong Huu; Ngan, Lu Kim – Contemporary Educational Technology, 2023
Online project-based learning (PjBL) is an increasingly popular teaching approach in higher education, especially in teacher education. Implementing online PjBL differs across subjects, bringing many benefits while posing challenges for educators and pre-service teachers. This systematic review aims to investigate the implementation, effectiveness…
Descriptors: Electronic Learning, Student Projects, Active Learning, Teacher Education
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Hernández-Lara, Ana Beatriz; Perera-Lluna, Alexandre; Serradell-López, Enric – Education & Training, 2021
Purpose: With the growth of digital education, students increasingly interact in a variety of ways. The potential effects of these interactions on their learning process are not fully understood and the outcomes may depend on the tool used. This study explores the communication patterns and learning effectiveness developed by students using two…
Descriptors: Game Based Learning, Learning Analytics, Computer Mediated Communication, Asynchronous Communication
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Gómez-Gonzalvo, Fernando; Moreno Doña, Alberto; Toro Arévalo, Sergio – Journal of Learning Spaces, 2022
This paper presents a theoretical discussion about space-time as a curricular element which the student learns certain dynamics and positions to knowledge. The interactions to student's whit curriculars elements are necessary to build knowledge, like other curricular elements, the perspective of use of this element is important to type of learning…
Descriptors: Self Concept, Cross Cultural Studies, Curriculum Development, Time Factors (Learning)
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Garcia-Esteban, Soraya; Villarreal, Izaskun; Bueno-Alastuey, M. Camino – Interactive Learning Environments, 2021
One of the main aims of diverse education systems is the development of key competences to improve citizens' capacity for lifelong learning. However, some authors have signalled the challenge their measurement entails, among them the Learning to Learn (LtL) competence, which has also been shown to be complex to define and is under research. With a…
Descriptors: Virtual Classrooms, Cooperative Learning, Instructional Effectiveness, Preservice Teacher Education
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Arcos-Alonso, Asier; Arcos Alonso, Ander – Cypriot Journal of Educational Sciences, 2021
This manuscript presents an innovative experience in the teaching-learning process with three objectives. The first is to incorporate the principles and values of social justice, reciprocity and solidarity in the subject 'Statistics Applied to Business' in the bachelor's degree in Business Administration and Management at the University of the…
Descriptors: Problem Based Learning, Cooperative Learning, Active Learning, Distance Education
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Silvia Albareda-Tiana; Gabriel Fernandez-Borsot; Jasmina Berbegal-Mirabent; Elisa Regadera González; Marta Mas-Machuca; Mariona Graell; Alba Manresa; Mónica Fernández-Morilla; M. Teresa Fuertes-Camacho; Andreu Gutiérrez-Sierra; Josep M. Guardiola – International Journal of Sustainability in Higher Education, 2024
Purpose: This study aims to assess the effectiveness of active teaching methodologies, namely, problem-oriented learning and the case method, to develop sustainability competencies. It also analyses the advantages and challenges for teachers when implementing the sustainable development goals (SDGs) in eight undergraduate and postgraduate degrees…
Descriptors: Sustainable Development, Departments, Program Implementation, Undergraduate Study
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Miriam Palma-Jiménez; Daniel Cebrián-Robles; Ángel Blanco-López – Science & Education, 2025
Creating a culture of argumentation in the science classroom requires adequate argumentation competence among future teachers. This study analyzes the impact of instruction based on a validated learning progression on the argumentation competence of preservice elementary science teachers. The focus for the instructional module was the…
Descriptors: Foreign Countries, Persuasive Discourse, Teacher Competencies, Preservice Teacher Education
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García-Merino, José Domingo; Urionabarrenetxea, Sara; Fernández-Sainz, Ana – Higher Education Research and Development, 2020
This article identifies the profiles of students whose performance is improved by the PBL method, and the influence of certain student-dependent factors that lead to improvement. Effects on performance vary from one student to another, so we distinguish between outcomes among low-performing, average-performing, and high-performing students. To…
Descriptors: Problem Based Learning, Student Improvement, Student Characteristics, College Students
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Hernández-Prados, Mª Ángeles; Belmonte, Mª Luisa; Manzanares-Ruiz, Juan Carlos – Education Sciences, 2021
Notwithstanding the importance and relevance of gamification as a topical methodology in education, and after a literature review, there are just a few studies using role-playing games. In order to motivate and facilitate English as second language (ESL) learning of first year of Bachillerato (year 12) students at a public high school in the…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, High School Students
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Serrano-Estrada, Leticia; Martin, Tania Josephine; Marti, Pablo – Journal of Geography in Higher Education, 2023
Research that tackles the pedagogical use of geolocated social media as an investigative tool for understanding cities in Geography and Urban Studies higher education programs has not been fully exploited. This study contributes by addressing the transferability of these sources as a research medium for enhancing student knowledge of urban…
Descriptors: Foreign Countries, Geographic Regions, Social Media, Urban Areas
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Marinescu, Maria-Cristina; Marzo, Jose L. – International Association for Development of the Information Society, 2020
Based on our positive, but limited experience with Jigsaw at the university level, half a year ago we initiated a more extensive experiment with a larger sample of students, and incorporating changes that relate back to some negative comments we have received during the previous course. Jigsaw is a collaborative inquiry-based learning technique…
Descriptors: Cooperative Learning, Inquiry, Teamwork, Active Learning
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