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Higher Education Act Title II1
Showing 1 to 15 of 81 results Save | Export
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Xu, Wei; Dai, Tao-Tao; Shen, Zhi-Yi; Yao, Yu-Jia – Interactive Learning Environments, 2023
In recent years, more and more technical tools have been introduced into various museums, bringing new opportunities and challenges for the research of museum learning. Whether the application of these technologies can effectively improve the effects of museum learning has become a major problem perplexing museum learning researchers. In this…
Descriptors: Museums, Educational Technology, Technology Uses in Education, Program Effectiveness
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Hacer Efe; Ünsal Umdu Topsakal – Interactive Learning Environments, 2024
Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of…
Descriptors: Interaction, Educational Technology, Video Games, Health Education
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Roberts, Kim; Benson, Angela; Mills, Jamie – Journal of Research in Innovative Teaching & Learning, 2021
Purpose: Today's digital and mobile learning environment has contributed to the increased availability of and interest in e-textbooks, and many school systems are conducting trials to evaluate their effectiveness. The purpose of this paper is to identify and analyze instructors' levels of use (LoU) of e-textbook features and innovations at a…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Publishing, Textbooks
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Tsai, Yu-Ling; Tsai, Chin-Chung – Journal of Computer Assisted Learning, 2020
This meta-analysis investigates the relative effectiveness of game-based science learning against other instructional methods (Gameplay design) as well as against science game variants enriched with mechanisms (Game-mechanism design). An overall medium effect size for Gameplay design (k = 14, N[subscript es] = 14, g[subscript RE] = 0.646, p =…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Educational Games
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Suzannie K. Y. Leung; Joseph Wu; Jenny Wanyi Li; Yung Lam; Oi-Lam Ng – Early Childhood Education Journal, 2025
Educators and researchers are becoming interested in cultivating computational thinking (CT). However, in the Hong Kong context, CT-related studies regarding young children are rarely found. The present study aimed to use an unplugged digital arts activity to examine the CT concepts that children performed and document their CT developmental…
Descriptors: Foreign Countries, Computation, Thinking Skills, Young Children
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Wang, Yi-Hsuan – Journal of Educational Computing Research, 2023
The study aimed to examine the learning effects of integrating various game elements into game-based learning materials to enhance learning for learners of different age groups. Two sets of game-based music learning materials were designed. The version with full game characteristics was developed with a narrative story, diverse game behaviors, and…
Descriptors: Gamification, Game Based Learning, Music Education, Program Effectiveness
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Kun Lei – Interactive Learning Environments, 2023
The paper examines the effectiveness of special apps for online piano lessons and measures the apps' impact compared to the control group that studied without the use of additional software. The study involved 350 students. The effect of Skoove and Simply Piano apps on the learning of piano skills has been analyzed. First-year students from small…
Descriptors: Musical Instruments, Music Education, Online Courses, Computer Oriented Programs
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Pradana, Lingga Nico; Sa'dijah, Cholis; Sulandra, I. Made; Sudirman; Sholikhah, Octarina Hidayatus – European Journal of Educational Research, 2020
The purposes of the current study were to develop students' spatial orientation skills using Virtual Mathematics Kits (VMK) and to evaluate VMK as a form of digital media in terms of spatial orientation. This study involved 42 lower-class and 47 higher-class elementary school students as the intervention group and 36 lower-class and 41…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Spatial Ability
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Gnawali, Yagya Prasad; Upadhayaya, Parshu Ram; Sharma, Bishnu; Belbase, Shashidhar – European Journal of Educational Research, 2022
This study aimed to explore online and distance learning (ODL) issues related to higher education during the coronavirus disease (COVID-19) in Nepal. We applied an online survey design with a five-point Likert scale. We surveyed 71 (57 male and 14 female) postgraduate students in science education at a public higher education institution in…
Descriptors: Foreign Countries, Online Courses, Distance Education, Educational Technology
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Park, Sung-Deok; Kim, Eun-Jung; Kim, Kyung-Chul – International Journal of Mobile and Blended Learning, 2019
This meta-analysis examines the effects of learning with robots (r-learning) on young children and, on this basis, gives suggestions for using robotics in education for young children. A test of homogeneity was performed for 27 Korean studies done between 2008 and 2016 and a random effect model introduced to reveal the effect sizes. The overall…
Descriptors: Foreign Countries, Early Childhood Education, Robotics, Teaching Methods
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Pellas, Nikolaos – Education and Information Technologies, 2018
The educational potentials and challenges of "flipping" a classroom are today well-documented. However, taking into account the contradictory results, literature on the benefits in using the flipped model as a socially inclusive technology-supported instructional design model is still in its infancy. This study seeks to investigate the…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
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Delacruz, Stacy – TechTrends: Linking Research and Practice to Improve Learning, 2019
Students deepen their content knowledge and collaborative skills as they interact with others across the globe. In order to deepen early childhood students' awareness and understanding of the world, teachers worked with their classes to develop and share school-based virtual field trips. The researcher sought to (a) identify the steps to create a…
Descriptors: Field Trips, Educational Technology, Technology Uses in Education, Computer Simulation
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Tarun, Ivy M. – Journal of Information Technology Education: Research, 2019
Aim/Purpose: There is a huge array of educational technology tools that are now in use today. These tools have changed the way teachers teach and the way students learn. Among the many educational technology tools that are gaining popularity are the online collaboration tools. Online collaboration tools are web-based tools that allow individuals…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Technology Integration
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Gu, Hui; Yao, Jijun; Bai, Ping; Zhou, Longjun; Cheung, Alan C. K.; Abrami, Philip C. – Science Insights Education Frontiers, 2021
ABRACADABRA (abbreviated as ABRA) is a software developed by Concordia University in Canada that focuses on natural spelling and aims to improve English reading ability. This research is based on 129 first graders, 213 second graders, and 275 third graders in the elementary school of Lianyungang Ganyu Huajie Bilingual School. We carried out a…
Descriptors: Computer Software, Educational Technology, Technology Uses in Education, Spelling
Rachel Schechter; Maddie Lee Mason; Laura Janakiefski – Online Submission, 2024
This study examines the usage and effectiveness of Lexercise, a hybrid reading intervention program combining weekly literacy intervention with structured independent practice, in supporting reading skill development among struggling readers. Analysis of 198 students in grades 2-6 during the 2023-2024 school year revealed strong adherence to the…
Descriptors: Grade 2, Grade 3, Grade 4, Grade 5
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