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Yu, Zhonggen; Yu, Liheng – International Journal of Mobile and Blended Learning, 2021
Social media applications such as Facebook have received wide attention in their use in education. However, it is still hard to arrive at a conclusion regarding whether a Facebook-assisted approach is effective in education and whether there are any significant gender differences in the learning outcomes. Based on rigid inclusion criteria, this…
Descriptors: Meta Analysis, Social Media, Computer Assisted Instruction, Instructional Effectiveness
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Stratton, Erin; Chitiyo, George; Mathende, Allen M.; Davis, Krista M. – Contemporary Educational Technology, 2020
The purpose of this study was to compare how face-to-face instruction and flipped learning differed in terms of student achievement in seventh grade science classes, as well as to assess how students who were in the flipped classroom felt about their experiences. A total of 81 students received face-to-face instruction, and 73 received flipped…
Descriptors: Middle School Students, Teaching Methods, Blended Learning, Science Achievement
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Ekatushabe, Margaret; Kwarikunda, Diana; Muwonge, Charles M.; Ssenyonga, Joseph; Schiefele, Ulrich – International Journal of STEM Education, 2021
Background: Boredom during learning activities has the potential of impeding attention, motivation, learning and eventually achievement. Yet, research focusing on its possible antecedents seems to have received less attention especially within the physics domain. Based on assumptions of the Control Value Theory of Achievement Emotions (CVTAE),…
Descriptors: Correlation, Personal Autonomy, Teacher Student Relationship, Teacher Behavior
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Chen, Ming-Hsiu Mia; Tsai, Shih-Ting; Chang, Chi-Cheng – Education Sciences, 2019
This study explored the effects of scenario simulation games and e-textbooks on the learning outcomes of elementary school students. The study subjects were 60 primary school students classified into two groups: The experimental group was provided with scenario simulation course materials, and the control group received e-textbook materials. The…
Descriptors: Game Based Learning, Instructional Effectiveness, Elementary School Students, Elementary School Science
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Somfalvi, Zita – Hungarian Educational Research Journal, 2020
This study's objective is to determine the relationship between the popularity of the foreign language and the study efficiency based on the OKM 2016 database. In our results you can see that the popularity of foreign languages is outstanding compared to other subjects. Concerning the gender and study average it is apparent that among girls and…
Descriptors: Second Language Learning, Second Language Instruction, Databases, Correlation
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Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Liu, Jia-Yin – Interactive Learning Environments, 2019
This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning…
Descriptors: Blended Learning, Online Courses, Game Based Learning, Instructional Effectiveness
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Shi, Hong – International Journal of Teaching and Learning in Higher Education, 2018
This study examined English Learners' (ELs) self-efficacy beliefs in a U.S. university setting by using a survey, interviews, and focus group discussions. The results identified that ELs from different disciplines had positive self-efficacy beliefs about their overall English learning, and self efficacy was related to ELs' age, years of English…
Descriptors: Self Efficacy, English Language Learners, Student Attitudes, College Students
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Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin – Interactive Learning Environments, 2018
This paper proposes a novel interactive ubiquitous learning system (IULS) for authentically teaching a cultural heritage course and imparting relevant concepts to students. Experimental results demonstrated that learning performance was significantly improved after students used the IULS. This study also demonstrated that students using the IULS…
Descriptors: Heritage Education, Cultural Background, Electronic Learning, Educational Technology
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Magerko, Brian; Freeman, Jason; McKlin, Tom; Reilly, Mike; Livingston, Elise; McCoid, Scott; Crews-Brown, Andrea – ACM Transactions on Computing Education, 2016
This article presents EarSketch, a learning environment that combines computer programming with sample-based music production to create a computational remixing environment for learning introductory computing concepts. EarSketch has been employed in both formal and informal settings, yielding significant positive results in student content…
Descriptors: Art Education, STEM Education, Computer Science Education, Disproportionate Representation
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Vahdat, Sedigheh; Rasti Behbahani, Amin – Reading Matrix: An International Online Journal, 2013
This study explored the effect of video games as a new tool for Iranian EFL (English as a foreign language) vocabulary learning. To conduct the study, 40 intermediate EFL learners, both male and female, were chosen through a TOEFL proficiency test. The participants were divided into two groups (10 males and 10 females in each): a control group and…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Video Games
Francis, Reni – Online Submission, 2012
The purpose of this study was to foster learning through the Multiple Intelligence Approach in achieving educational objectives across the levels of Revised Bloom's Taxonomy. Multiple intelligences approach facilitates ways for students by ensuring that curriculum and instruction validate the strengths and build on the assets that students possess…
Descriptors: Multiple Intelligences, Student Educational Objectives, Secondary School Students, Taxonomy
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Yien, Jui-Mei; Hung, Chun-Ming; Hwang, Gwo-Jen; Lin, Yueh-Chiao – Turkish Online Journal of Educational Technology - TOJET, 2011
The aim of this study was to explore the influence of applying a game-based learning approach to nutrition education. The quasi-experimental nonequivalent-control group design was adopted in a four-week learning activity. The participants included sixty-six third graders in two classes of an elementary school. One of the classes was assigned to be…
Descriptors: Foreign Countries, Academic Achievement, Grade 3, Nutrition Instruction
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Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education
bin Mohamad, Rossafri; Muninday, Balakrishnan; Govindasamy, Malliga – Online Submission, 2010
This article presents a study on the use of multimedia technology for the teaching of Form (Grade) One history, which is a form of narrative subject in nature. Specifically, it is to study the viability of multimedia materials in supporting active learning for subjects which are in narrative form. Due to the scarcity of interactive multimedia…
Descriptors: Multimedia Materials, Learning Motivation, Courseware, Active Learning
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Schaffner, Ellen; Schiefele, Ulrich – Learning and Instruction, 2007
The present study investigated the effects of motivational instructions on interest, test anxiety, and text learning. Instructions to facilitate intrinsic and extrinsic motivation were compared with a "neutral" instruction. The sample consisted of 375 ninth-graders. Text-related interest and test anxiety were assessed before and after the…
Descriptors: Pretests Posttests, Test Anxiety, Teaching Methods, Student Motivation