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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Abbas Bodaubekov; Shakhrizat Agaidarova; Talgat Zhussipbek; Davronzhon Gaipov; Nuri Balta – Contemporary Educational Technology, 2025
This study investigates the effectiveness of feedback provided by teachers versus feedback generated by the Write & Improve platform in enhancing the writing skills of senior undergraduate students enrolled in a "two foreign language" program at a private university in Kazakhstan. The quasi-experimental design involved four teachers,…
Descriptors: Artificial Intelligence, Feedback (Response), Writing Skills, Undergraduate Students
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Clayton Cohn; Caitlin Snyder; Joyce Horn Fonteles; Ashwin T. S.; Justin Montenegro; Gautam Biswas – British Journal of Educational Technology, 2025
Recent advances in generative artificial intelligence (AI) and multimodal learning analytics (MMLA) have allowed for new and creative ways of leveraging AI to support K12 students' collaborative learning in STEM+C domains. To date, there is little evidence of AI methods supporting students' collaboration in complex, open-ended environments. AI…
Descriptors: Cooperation, Researchers, Artificial Intelligence, STEM Education
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Elizabeth Anne McKay; Deborah Mattheus; Holly B. Fontenot – Journal of School Nursing, 2025
Schools can play an important role in addressing growing concerns about adolescent mental health. Mental health of high school students has predominantly been the focus in literature with less emphasis on younger adolescents. This review identified articles published in the last decade that described evaluations of middle school-based mental…
Descriptors: Middle School Students, Early Adolescents, Mental Health, Intervention
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Elisabeth Bauer; Michael Sailer; Frank Niklas; Samuel Greiff; Sven Sarbu-Rothsching; Jan M. Zottmann; Jan Kiesewetter; Matthias Stadler; Martin R. Fischer; Tina Seidel; Detlef Urhahne; Maximilian Sailer; Frank Fischer – Journal of Computer Assisted Learning, 2025
Background: Artificial intelligence, particularly natural language processing (NLP), enables automating the formative assessment of written task solutions to provide adaptive feedback automatically. A laboratory study found that, compared with static feedback (an expert solution), adaptive feedback automated through artificial neural networks…
Descriptors: Artificial Intelligence, Feedback (Response), Computer Simulation, Natural Language Processing
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Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
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Abrar H. Alsofyani; Amal M. Barzanji – Journal of Educational Computing Research, 2025
Corrective feedback plays a critical role in enhancing writing skills among English as a Foreign Language (EFL) learners, but large class sizes often hinder the provision of personalized feedback. Generative AI tools such as ChatGPT have emerged as promising solutions that offer immediate and individualized feedback for writing. This study…
Descriptors: Feedback (Response), Artificial Intelligence, English (Second Language), Second Language Learning
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Agus Annisah; Atok Miftachul Hudha; S. Sukarsono; Abdulkadir Rahardjanto; Eko Susetyarini – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2025
Local wisdom in the use of medicinal plants is still not understood by students' potential. This study aims to develop student worksheets ("LKPD") on biodiversity of medicinal plants of the tidung tribe for class X students at SMA Negeri 3 Nunukan Regency. The research method used is Research and Development (R&D) with the ADDIE…
Descriptors: Foreign Countries, Plants (Botany), Medicine, Worksheets
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Ivatul Laily Kurniawati; Punaji Setyosari; I Wayan Dasna; Henry Praherdhiono – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2025
The era of Industrial Revolution 4.0 has triggered an explosion of digitalization in all fields, especially information. This era of Industrial Revolution 4.0 has led to a shift in learning from face-to-face learning in the classroom to online learning. This study will determine students' argumentation skills and self-directed learning (SDL) in…
Descriptors: Problem Based Learning, Flipped Classroom, Persuasive Discourse, Independent Study
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Ting-Yu Chueh; Jia-Hao Wu; Wei-Kang Hung; Cheng-Chen Pan; Chien-Chih Chou; Chung-Ju Huang; Chien-Ting Wu – Journal of Applied Research in Intellectual Disabilities, 2025
Background: Individuals with intellectual disabilities (ID) typically exhibit cognitive deficits. While single bouts of physical activity (PA) have shown cognitive benefits in typically developing individuals, the effects on those with ID are unclear. This study aimed to investigate the effectiveness of single bouts of PA on cognition in…
Descriptors: Intellectual Disability, Physical Activity Level, Program Effectiveness, Physical Activities
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Xiao Wei Feng; Maryam Hadizadeh; Jadeera Phaik Geok Cheong – Journal of Autism and Developmental Disorders, 2025
Purpose: This study aimed to explore the effect of family-professional partnerships in adapted physical education on the fundamental motor skills, physical activity levels, and adaptive behaviors of children with autism spectrum disorder (ASD) and on parental satisfaction. Methods: A randomized controlled trial design was used, with pre-and…
Descriptors: Adapted Physical Education, Students with Disabilities, Autism Spectrum Disorders, Psychomotor Skills
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Megan P. Fedewa; Laci Watkins; Kameron Carden; Glenda Grbac – Journal of Autism and Developmental Disorders, 2025
Children with autism often display differences in functional and symbolic play and may experience barriers to social inclusion with peers in preschool settings. Therefore, interventions supporting social play between children with autism and their peers that can be feasibly implemented by teachers in inclusive settings are needed. A…
Descriptors: Students with Disabilities, Autism Spectrum Disorders, Play, Barriers
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Neil Francis Peirson – Research in Post-Compulsory Education, 2025
Virtual laboratories (VL) can provide students with learning experiences simulating practical experiments in a traditional laboratory. Evidence is presented that students believe in the truth of results from the VL as well as those from the traditional laboratory. The underlying reasons for these beliefs are explored, through Russell's description…
Descriptors: Computer Simulation, Science Laboratories, Student Attitudes, College Students
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Rhylee Sulek; Chris Edwards; Ruth Monk; Lee Patrick; Sarah Pillar; Andrew J. O. Whitehouse; Hannah Waddington – Autism: The International Journal of Research and Practice, 2025
Autistic advocates emphasise the need for neurodiversity-affirming and strengths-based approaches to support services; however, little is known about broader community perspectives regarding the appropriateness of offering early support services to autistic children. This co-designed mixed-methods study employed surveys to gather insights from 253…
Descriptors: Foreign Countries, Autism Spectrum Disorders, Children, Adults
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Larissa Jakubow; Emily C. Bouck; Laura Norwine; Holly M. Long; James Nuse; Anna Maria Kitsios – Journal of Special Education Technology, 2025
Virtual reality (VR) is a promising avenue to enhance the independence and daily living skills of high school students with intellectual disability. This study investigated the efficacy of a non-immersive VR focused on teaching food preparation skills to secondary students with intellectual disability. Three high school students with intellectual…
Descriptors: Computer Simulation, Cooking Instruction, High School Students, Students with Disabilities
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