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Alonso-Fernández, Cristina; Martínez-Ortiz, Iván; Caballero, Rafael; Freire, Manuel; Fernández-Manjón, Baltasar – Journal of Computer Assisted Learning, 2020
Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with traditional (paper) prequestionnaires-postquestionnaires. We propose a combination of game learning analytics and data mining techniques to predict…
Descriptors: Case Studies, Teaching Methods, Game Based Learning, Student Motivation
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Girgin, Ufuk; Dinçer, Zeynep Ölçü – Journal on English Language Teaching, 2022
One of the inspirational forms of integrating technology into Second Language (L2) teaching is using 'corpora'. In this study, corpora were used to develop printed instructional materials to teach grammatical cohesive devices that are not sufficiently represented in L2 English course books. Specifically, the aim was to understand whether the…
Descriptors: Instructional Materials, English (Second Language), Second Language Learning, Second Language Instruction
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Jackson, G. Tanner; Castellano, Katherine E.; Brockway, Debra; Lehman, Blair – Journal of Research on Technology in Education, 2018
Open-ended, short-answer questions, referred to as constructed responses (CR), allow students to express knowledge and skills through their own words. While CRs can reduce the likelihood of guessing correct answers, they also enable students to provide errant responses due to a lack of knowledge or a misunderstanding of the question.…
Descriptors: Responses, Cognitive Processes, Alternative Assessment, Prompting
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Gorham, Tom; Jubaed, Sam; Sanyal, Tannishtha; Starr, Emma L. – Research-publishing.net, 2019
This chapter describes a small-scale pilot study in which participants in the experimental group learned how to write Japanese kanji characters within an immersive Virtual Reality (VR) graffiti simulator (the Kingspray Graffiti Simulator on the Oculus Rift VR system). In comparing the experimental group to the non-VR control group in the context…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Teaching Methods
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Mahnane, Lamia – Educational Technology & Society, 2017
In this paper, we show how data mining algorithms (e.g. Apriori Algorithm (AP) and Collaborative Filtering (CF)) is useful in New Social Network (NSN-AP-CF). "NSN-AP-CF" processes the clusters based on different learning styles. Next, it analyzes the habits and the interests of the users through mining the frequent episodes by the…
Descriptors: Social Networks, Pretests Posttests, Cognitive Style, College Students
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Kim, Young K.; Collins, Christopher S.; Rennick, Liz A.; Edens, David – Journal of International Students, 2017
Using a large dataset from a state education system, this study examined the experience of international college students in the United States as well as the connection to their cognitive, affective, and civic outcomes. The study utilized data from the 2010 University of California Undergraduate Experience Survey (UCUES) and a sample of 35,146…
Descriptors: Educational Experience, Foreign Students, Undergraduate Students, Research Universities
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Kazaz, Ilknur – International Online Journal of Education and Teaching, 2020
The last decade has witnessed a strong impact of emerging technologies on language pedagogy due to the developments in the computer technologies. The use of authentic linguistic examples through corpora and concordance based activities is defined as data-driven learning and it exposes the students to examples of more realistic language than…
Descriptors: Alternative Assessment, Vocabulary Skills, Comparative Analysis, State Universities
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Alles, Martina; Seidel, Tina; Gröschner, Alexander – International Education Studies, 2018
Goal clarity is an essential element of classroom dialogue and a component of effective instruction. Until now, teachers have been struggling to implement goal clarity in the classroom dialogue. In the present study, we investigated the classroom practice of teachers in a video-based intervention called the Dialogic Video Cycle (DVC) and compared…
Descriptors: Foreign Countries, Classroom Communication, Student Educational Objectives, Active Learning
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Zhou, Guojing; Wang, Jianxun; Lynch, Collin F.; Chi, Min – International Educational Data Mining Society, 2017
In this study, we applied decision trees (DT) to extract a compact set of pedagogical decision-making rules from an original "full" set of 3,702 Reinforcement Learning (RL)- induced rules, referred to as the DT-RL rules and Full-RL rules respectively. We then evaluated the effectiveness of the two rule sets against a baseline Random…
Descriptors: Learning Theories, Teaching Methods, Decision Making, Intelligent Tutoring Systems
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Doabler, Christian T.; Clarke, Ben; Kosty, Derek; Turtura, Jessica E.; Firestone, Allison R.; Smolkowski, Keith; Jungjohann, Kathleen; Brafford, Tasia L.; Nelson, Nancy J.; Sutherland, Marah; Fien, Hank; Maddox, Steven A. – Exceptional Children, 2019
Well-designed mathematics instruction focused on concepts and problem-solving skills associated with measurement and data analysis can build a foundational understanding for more advanced mathematics. This study investigated the efficacy of the Precision Mathematics Level 1 (PM-L1) intervention, a Tier 2 print- and technology-based mathematics…
Descriptors: Mathematics Instruction, Problem Solving, Grade 1, Elementary School Students
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Vieira, Camilo; Goldstein, Molly Hathaway; Purzer, Senay; Magana, Alejandra J. – Journal of Learning Analytics, 2016
Engineering design is a complex process both for students to participate in and for instructors to assess. Informed designers use the key strategy of conducting experiments as they test ideas to inform next steps. Conversely, beginning designers experiment less, often with confounding variables. These behaviours are not easy to assess in…
Descriptors: Engineering, Design, Experiments, Student Behavior
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Gutman, Mary – Educational Media International, 2017
The object of the present study is to propose a technologically based method for developing Regulation of Cognition (RC) among pre-service teachers in a pedagogical problem context. The research intervention was carried out by two groups during a Teaching Training Workshop, based on the IMPROVE instructional method, which was implemented in the…
Descriptors: Preservice Teachers, Metacognition, Intervention, Measures (Individuals)
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Chang, Hsin-Yi – Interactive Learning Environments, 2017
Two investigations were conducted in this study. In the first experiment, the effects of two types of interactivity with a computer simulation were compared: experimentation versus observation interactivity. Experimentation interactivity allows students to use simulations to conduct virtual experiments, whereas observation interactivity allows…
Descriptors: Computer Simulation, Interaction, Scaffolding (Teaching Technique), Experiments
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Gorard, Stephen – International Journal of Research & Method in Education, 2013
Experimental designs involving the randomization of cases to treatment and control groups are powerful and under-used in many areas of social science and social policy. This paper reminds readers of the pre-and post-test, and the post-test only, designs, before explaining briefly how measurement errors propagate according to error theory. The…
Descriptors: Pretests Posttests, Research Design, Comparative Analysis, Data Analysis
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Cho, Hyeyoung – ReCALL, 2016
Collaborative learning has attracted attention as pedagogic mediation to assist learners' corpus consultation, but some studies have pointed to negative aspects of collaboration. Based on the two sides of collaboration in language learning, this study presents a qualitative investigation of different effects of collaboration depending on task…
Descriptors: Cooperative Learning, Research Methodology, Discovery Processes, Case Studies
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