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Sommer, Max; Ritzhaupt, Albert D. – Journal of Information Technology Education: Research, 2018
Aim/Purpose: The purpose of this study was to examine the impact of the flipped classroom model on learner achievement and satisfaction for undergraduate learners Background: The context for this research on the flipped classroom was an introductory technology literacy course at a public, research university. Methodology: This study employed a…
Descriptors: Undergraduate Students, Technological Literacy, Student Satisfaction, Academic Achievement
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Azman, Adam M.; Esteb, John J. – Journal of Chemical Education, 2016
A coin-flipping analogy and free corresponding web app have been developed to facilitate student understanding of the origins of spin-spin splitting. First-order splitting patterns can easily be derived and understood. "Complex" splitting patterns (e.g., doublet of quartets), are easily incorporated into the analogy. A study of the…
Descriptors: Spectroscopy, Logical Thinking, Courseware, Teaching Methods
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Bajko, Robert; Hodson, Jaigris; Seaborn, Katie; Livingstone, Pamela; Fels, Deborah – Information Systems Education Journal, 2016
Gamification is an increasingly acceptable alternative to traditional classroom structures and practices that is based on the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and courses. While gamification in the classroom is not…
Descriptors: Undergraduate Students, Multimedia Materials, Social Media, Student Participation