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Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – Online Learning, 2021
In Hong Kong, after-school activities have long been used to foster friendships and to allow students to pursue their interests in an informal setting. This case study reports on a three-phase action research process in which information technology teachers delivered after-school activities focused on artificial intelligence during the COVID-19…
Descriptors: Student Motivation, Student Satisfaction, Secondary School Students, Artificial Intelligence
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Ekantini, Anita; Wilujeng, Insih – Universal Journal of Educational Research, 2018
Indonesia is a country that has abundant renewable energy sources, one of which is hydropower that can be utilized as an alternative energy source. However, fossil energy remains as major supplier of energy needs in all sectors of activity. The Education for Environmental Sustainable Development (EESD) approach can be applied in science education…
Descriptors: Foreign Countries, Worksheets, Environmental Education, Science Education
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Xinogalos, Stelios – Education and Information Technologies, 2016
Designing and deploying programming courses is undoubtedly a challenging task. In this paper, an attempt to analyze important aspects of a sequence of two courses on imperative-procedural and object-oriented programming in a non-CS majors Department is made. This analysis is based on a questionnaire filled in by fifty students in a voluntary…
Descriptors: Instructional Design, Programming, Computer Science, Educational Strategies
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Khuana, Khwanchai; Khuana, Tanthip; Santiboon, Toansakul – Educational Research and Reviews, 2017
Designing the instructional model with the innovative the "Research-Based Learning Strategy Lesson Plans" of the effectiveness of the processing performance and the resulting performance (E1/E2) with the IOC value determining standardized criteria of 80/80 were developed. Students' perceptions were assessed with the 30-item…
Descriptors: Instructional Design, Models, Evidence Based Practice, Learning Strategies
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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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Seaborn, Katie; Fels, Deborah I.; Bajko, Rob; Hodson, Jaigris – International Journal of Game-Based Learning, 2017
Gamification, or the use of game elements in non-game contexts, has become a popular and increasingly accepted method of engaging learners in educational settings. However, there have been few comparisons of different kinds of courses and students, particularly in terms of discipline and content. Additionally, little work has reported on course…
Descriptors: Undergraduate Students, Educational Games, Multimedia Instruction, Multimedia Materials
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Griffin, Claire P.; Howard, Siobhán – Psychology Learning and Teaching, 2017
Recent years have witnessed a surge in classroom-based pedagogies aimed at targeting student engagement. This paper seeks to report on the design, delivery and small-scale evaluation of a final year undergraduate module in developmental psychology. Adopting a range of innovative teaching/learning methodologies, the author sought to support student…
Descriptors: Learner Engagement, College Instruction, Cooperative Learning, Undergraduate Students
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Ak, Oguz; Kutlu, Birgul – British Journal of Educational Technology, 2017
The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required…
Descriptors: Computer Simulation, Computer Games, Educational Games, Instructional Effectiveness
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Khaled, Anne; Gulikers, Judith; Biemans, Harm; Mulder, Martin – British Educational Research Journal, 2015
Hands-on simulations are increasingly used in vocational oriented curricula to create meaningful, occupation-related learning experiences. However, more insight is required about precisely what characteristics in hands-on simulations enhance outcomes that students need for their future occupation, such as competencies. This study aims to examine…
Descriptors: Simulation, Hands on Science, Experiential Learning, Vocational Education
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Peleg, R.; Baram-Tsabari, A. – Research in Science Education, 2016
Science museums often introduce plays to liven up exhibits, attract visitors to specific exhibitions, and help visitors to "digest" difficult content. Most previous research has concentrated on viewers' learning outcomes. This study uses performance and spectator analyses from the field of theater studies to explore the link between…
Descriptors: Science Teaching Centers, Museums, Science Education, Drama
Zurek, Stacey – ProQuest LLC, 2017
The merits of gamification as a learner-centered pedagogy that positively influences learner engagement and motivation are widely established in the literature; yet, few studies have ventured beyond motivation to consider the impact gamification has on self-efficacy. Moreover, guidance for the effective design and development of gamified…
Descriptors: Formative Evaluation, Educational Research, Instructional Design, Self Efficacy
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Rusman, Ellen; Ternier, Stefaan; Specht, Marcus – Educational Technology & Society, 2018
This article describes the theory-informed design of the "ELENA goes shopping" mobile game and reports on the evaluation of its effectiveness through a design research approach. The game aimed to foster young children's (aged 4-8) interest in a neighboring (geographically proximate) language and to familiarize them with its sounds,…
Descriptors: Young Children, Early Childhood Education, Second Language Learning, Educational Games
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Alvelos, Rita; Ferreira, Aristides I.; Bates, Reid – European Journal of Training and Development, 2015
Purpose: The purpose of this study is to contribute to the understanding of factors that affect training effectiveness. According to the literature, social support, perceived content validity, transfer design, the motivation to improve work through learning and positive transfer, contribute to the effectiveness of training.…
Descriptors: Training, Program Effectiveness, Instructional Effectiveness, Social Support Groups
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Kordaki, Maria; Papastergiou, Marina; Psomos, Panagiotis – Education and Information Technologies, 2016
The aim of this work was twofold. First, an empirical study was designed aimed at investigating the perceptions that entry-level non-computing majors--namely Physical Education and Sport Science (PESS) undergraduate students--hold about basic Computer Literacy (CL) issues. The participants were 90 first-year PESS students, and their perceptions…
Descriptors: Undergraduate Students, Student Attitudes, Computer Assisted Instruction, Educational Games
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Botsch, Robert E.; Botsch, Carol S. – Journal of Political Science Education, 2015
Many arguments support mandating American National Government for undergraduates. South Carolina is one of the few states with such a legal mandate, but the law is badly flawed. We briefly review the history of a failed 1994 effort by the SC Political Science Association to improve the law and encourage implementation. We examine the impact of an…
Descriptors: United States Government (Course), Relevance (Education), Political Science, Compliance (Legal)
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