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Ho, Chun-Heng; Zhang, Hang-qin; Li, Juan; Zhang, Min-quan – International Journal of Distance Education Technologies, 2023
Digital education has recently become a mainstream education model. Despite digital education's increasing popularity, there remain issues when it comes to teacher-student interactions in digital space, which have made it impossible for this model to achieve the same teaching quality as traditional in-person education. Compared with other academic…
Descriptors: Technology Uses in Education, Electronic Learning, Teacher Student Relationship, Interaction
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Loksa, Dastyni; Margulieux, Lauren; Becker, Brett A.; Craig, Michelle; Denny, Paul; Pettit, Raymond; Prather, James – ACM Transactions on Computing Education, 2022
Metacognition and self-regulation are important skills for successful learning and have been discussed and researched extensively in the general education literature for several decades. More recently, there has been growing interest in understanding how metacognitive and self-regulatory skills contribute to student success in the context of…
Descriptors: Metacognition, Programming, Computer Science Education, Learning Processes
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Chu, Po Ying; Hung, Hsiu Yen; Wu, Chih Fu; Liu, Yen Te – International Journal of Technology and Design Education, 2017
Due to the wide application of digital tools and the improvement in interactive technologies, design thinking might change in digital world comparing to that in traditional design process. This study aims to explore the difference of design thinking between three kinds of sketching tools, i.e. hand-sketch, tablet, and pen-input display, by means…
Descriptors: Freehand Drawing, Visual Learning, Concept Formation, Design
Rowe, Elizabeth; Baker, Ryan S.; Asbell-Clarke, Jodi – International Educational Data Mining Society, 2015
Educational games have the potential to be innovative forms of learning assessment, by allowing us to not just study their knowledge but the process that takes students to that knowledge. This paper examines the mediating role of players' moves in digital games on changes in their pre-post classroom measures of implicit science learning. We…
Descriptors: Educational Games, Science Instruction, Video Games, Coding
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Ghavamnia, Maedeh; Ketabi, Saeed; Tavakoli, Mansoor – Reading Psychology, 2013
This study investigated the differences in the type and frequency of strategy use by four proficient and four less-proficient readers. Thirty female senior undergraduates majoring in TEFL at a university in Iran were given a reading comprehension test. Based on the results of their reading test, eight were chosen based on a nonrandom purposive…
Descriptors: English (Second Language), Foreign Countries, Reading Comprehension, Classification
DeSchryver, Michael – ProQuest LLC, 2012
This dissertation utilized a multiple case study design to explore how advanced learners synthesize information about ill-structured topics when reading-to-learn and reading-to-do on the Web. Eight graduate students provided data in the form of think-alouds, interviews, screen video, digital trails, and task artifacts. Data analysis was based on…
Descriptors: Educational Technology, Case Studies, Internet, Graduate Students
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Meijer, Joost; Veenman, Marcel V. J.; van Hout-Wolters, Bernadette H. A. M. – Educational Research and Evaluation, 2006
This article describes the construction of a hierarchical taxonomy of metacognitive activities for the interpretation of thinking-aloud protocols of students in secondary education, who studied texts on history and physics. After testing an initial elaborate taxonomy on a restricted number of protocols by multiple raters, it appeared that the…
Descriptors: Classification, Physics, Metacognition, Interrater Reliability