Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 8 |
Since 2006 (last 20 years) | 12 |
Descriptor
Learning Activities | 12 |
Pretests Posttests | 12 |
Prior Learning | 12 |
Teaching Methods | 7 |
Foreign Countries | 6 |
Comparative Analysis | 4 |
Student Attitudes | 4 |
College Students | 3 |
Computer Software | 3 |
Difficulty Level | 3 |
Educational Games | 3 |
More ▼ |
Source
Author
Berger, Martijn P. F. | 1 |
Berthold, Kirsten | 1 |
Beyer, Martin-Uwe | 1 |
Broers, Nick J. | 1 |
Cain, Ryan | 1 |
Carrick, Tina L. | 1 |
Chen, Xingliang | 1 |
Cheng, Ching-Hsue | 1 |
Chieu, Vu Minh | 1 |
Chiou, Guey-Fa | 1 |
Choomlucksana, Juthamas | 1 |
More ▼ |
Publication Type
Journal Articles | 12 |
Reports - Research | 11 |
Reports - Descriptive | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 6 |
Postsecondary Education | 5 |
Elementary Education | 2 |
Grade 6 | 2 |
Middle Schools | 2 |
Secondary Education | 2 |
Grade 8 | 1 |
High Schools | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Audience
Location
Germany | 3 |
China | 1 |
Netherlands | 1 |
Taiwan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Lee, Victor R.; Drake, Joel; Cain, Ryan; Thayne, Jeffrey – Cognition and Instruction, 2021
Given growing interest in K-12 data and data science education, new approaches are needed to help students develop robust understandings of and familiarity with data. The model of the "quantified self"--in which data about one's own activities are collected and made into objects of study--provides inspiration for one such approach. By…
Descriptors: Statistics Education, Familiarity, Self Concept, Prior Learning
Daumiller, Martin; Dresel, Markus – Journal of Experimental Education, 2019
Studying with digital media, learners often struggle because of inadequate self-regulation. Previous research presented clear evidence of metacognitive prompts being effective in supporting learning with digital media. This study examines the potential of motivational regulation prompts, which are assumed to additionally support self-regulated…
Descriptors: Metacognition, Cues, Student Motivation, Pretests Posttests
Chen, Xingliang; Mitrovic, Antonija; Mathews, Moffat – International Journal of Artificial Intelligence in Education, 2019
Agency refers to the level of control the student has over learning. Most studies on agency in computer-based learning environments have been conducted in the context of educational games and multimedia learning, while there is little research done in the context of learning with Intelligent Tutoring Systems (ITSs). We conducted a study in the…
Descriptors: Problem Solving, Intelligent Tutoring Systems, Educational Games, Independent Study
Choomlucksana, Juthamas; Doolen, Toni L. – European Journal of Engineering Education, 2017
The use of collaborative activities and simulation sessions in engineering education has been explored previously. However, few studies have investigated the relationship of these types of teaching innovations with other learner characteristics, such as self-efficacy and background knowledge. This study explored the effects of collaborative…
Descriptors: Engineering Education, Manufacturing, Investigations, Instructional Innovation
Roelle, Julian; Lehmkuhl, Nina; Beyer, Martin-Uwe; Berthold, Kirsten – Journal of Educational Psychology, 2015
In 2 experiments we examined the role of (a) specificity, (b) the type of targeted learning activities, and (c) learners' prior knowledge for the effects of relevance instructions on learning from instructional explanations. In Experiment 1, we recruited novices regarding the topic of atomic structure (N = 80) and found that "specific"…
Descriptors: Learning Activities, Prior Learning, Nuclear Physics, Novices
Damnik, Gregor; Proske, Antje; Körndle, Hermann – Interactive Learning Environments, 2017
When teachers or instructors create computer-based learning environments, they often solely consider technical aspects of interactivity. As a consequence, learners' main role is to respond to requests of the learning environment (e.g. by answering multiple-choice questions). This aspect of interactivity is, however, not sufficient to understand…
Descriptors: Learning Activities, Constructivism (Learning), Interaction, Perspective Taking
Min, Qiusha; Wang, Zhifeng; Liu, Neng – Innovations in Education and Teaching International, 2019
Recently, there has been a rapidly growing trend in non-English-speaking countries for English to be adopted as the medium of instruction in higher education. Consequently, it has become necessary to conduct research that will guide lecturers in effectively adopting (EMI) on campus. This paper presents a blended learning strategy that integrates a…
Descriptors: Computer Software, Computer Assisted Instruction, Teaching Methods, Language of Instruction
Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2017
This study examined the interaction effects of self-explanation and game-reward strategies on sixth graders' algebra variable learning achievement, learning attitude, and meta-cognitive awareness. A learning system was developed to support the learning activity, and a 2×2 quasi-experiment was conducted. Ninety-seven students were invited to…
Descriptors: Algebra, Grade 6, Mathematics Achievement, Student Attitudes
Carrick, Tina L.; Miller, Kate C.; Hagedorn, Eric A.; Smith-Konter, Bridget R.; Velasco, Aaron A. – Journal of Geoscience Education, 2016
The high demand for scientists and engineers in the workforce means that there is a continuing need for more strategies to increase student completion in science, technology, engineering, and mathematics (STEM) majors. The challenge lies in finding and enacting effective strategies to increase students' completion of STEM degrees and in recruiting…
Descriptors: Earth Science, High School Students, Summer Programs, STEM Education
Leppink, Jimmie; Broers, Nick J.; Imbos, Tjaart; van der Vleuten, Cees P. M.; Berger, Martijn P. F. – Journal of Experimental Education, 2014
Contrary to classical problem-based learning, in guided problem-based learning, the learning goals are predetermined by the instructor--on the basis of a detailed decomposition of the subject matter to be studied--to activate prior knowledge and to structure self-study and subsequent group discussion. This study investigated the effects of…
Descriptors: Problem Based Learning, Statistics, Prior Learning, Knowledge Level
Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
Chieu, Vu Minh – Educational Technology & Society, 2007
Constructivism is a learning theory that states that people learn by actively constructing their own knowledge, based on prior knowledge. A significant number of ICT-based constructivist learning systems have been proposed in recent years. According to our analysis, those systems exhibit only a few constructivist principles, and a critical problem…
Descriptors: Constructivism (Learning), Instructional Design, Prior Learning, Information Technology