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Morin, Jennifer; Tamberelli, Frank; Buhagiar, Tarek – Journal of Education for Business, 2020
Many educators utilize simulations to create active learning environments suitable for learning outcome achievement and soft skill development, which are critical for student success in the workforce. However, many educators focus primarily on affective benefits of simulations, such as engagement and motivation, rather than cognitive impacts, such…
Descriptors: Undergraduate Students, Business Administration Education, Educational Games, Computer Games
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Huang, Xiaoxia; Mayer, Richard E. – Journal of Educational Computing Research, 2019
This study investigated the effectiveness of adding four self-efficacy features to an online statistics lesson, based on Bandura's four sources of self-efficacy information. In a randomized between-subjects experiment, participants learned statistical rules in an example-based online environment with four self-efficacy features added (treatment…
Descriptors: Self Efficacy, Online Courses, Statistics, Teaching Methods
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Masek, M.; Boston, J.; Lam, C. P.; Corcoran, S. – Journal of Computer Assisted Learning, 2017
Concepts from the Australian mathematics curriculum on fractions were used as core elements to design three computer games. In each game, the concepts were presented in the form of tangible puzzles, customized to a difficulty level based on student capability. The games were integrated into a single virtual game world, and a fantasy story was used…
Descriptors: Fractions, Blended Learning, Video Games, Mastery Learning
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Cheng, Xin; Ka Ho Lee, Kenneth; Chang, Eric Y.; Yang, Xuesong – Anatomical Sciences Education, 2017
Traditional medical education methodologies have been dramatically impacted by the introduction of new teaching approaches over the past few decades. In particular, the "flipped classroom" format has drawn a great deal of attention. However, evidence regarding the effectiveness of the flipped model remains limited due to a lack of…
Descriptors: Blended Learning, Positive Attitudes, Educational Attitudes, Student Attitudes
Sota, Melinda S. – Center on Innovations in Learning, Temple University, 2017
Flipped learning is a type of blended learning model. Blended learning (as defined by the Innosight Institute) refers to "a formal education program in which a student learns at least in part through online delivery of content and instruction [with] some element of student control over time, place, path, and/or pace AND at least in part at a…
Descriptors: Blended Learning, Flipped Classroom, Teaching Methods, Instructional Effectiveness
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Mattis, Kristina V. – Technology, Knowledge and Learning, 2015
Flipped classrooms are an instructional technology trend mostly incorporated in higher education settings, with growing prominence in high school and middle school (Tucker in Leveraging the power of technology to create student-centered classrooms. Corwin, Thousand Oaks, 2012). Flipped classrooms are meant to effectively combine traditional and…
Descriptors: Blended Learning, Educational Technology, Conventional Instruction, Interactive Video
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Pane, John F.; Griffin, Beth Ann; McCaffrey, Daniel F.; Karam, Rita – Educational Evaluation and Policy Analysis, 2014
This article examines the effectiveness of a technology-based algebra curriculum in a wide variety of middle schools and high schools in seven states. Participating schools were matched into similar pairs and randomly assigned to either continue with the current algebra curriculum for 2 years or to adopt Cognitive Tutor Algebra I (CTAI), which…
Descriptors: Mathematics Instruction, Algebra, Mathematics Curriculum, Educational Technology