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Muñoz, Karla; Noguez, Julieta; Neri, Luis; Mc Kevitt, Paul; Lunney, Tom – Educational Technology & Society, 2016
Game-based Learning (GBL) environments make instruction flexible and interactive. Positive experiences depend on personalization. Student modelling has focused on affect. Three methods are used: (1) recognizing the physiological effects of emotion, (2) reasoning about emotion from its origin and (3) an approach combining 1 and 2. These have proven…
Descriptors: Educational Games, Psychological Patterns, Models, Academic Achievement
Ellis, Keyana Chamere – ProQuest LLC, 2013
The Virginia Tech Summer Academy (VTSA) Program, developed by through a collaborative partnership between faculty, administrators and staff concerned by attrition among first year students, was introduced in summer 2012 as a campus initiative to assist first-year college students transition and acclimate to the academic and social systems of the…
Descriptors: College Readiness, Learner Engagement, Student Motivation, Academic Achievement
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Colwell, Richard – Bulletin of the Council for Research in Music Education, 1987
Discusses problems which arise when a discipline such as music uses more than one learning domain. Points out the difficulty in developing music skills while trying to achieve cognitive goals such as those outlined in Bloom's taxonomy. Examines whether such a taxonomy can help in sequencing learning in the music classroom. Provides suggestions for…
Descriptors: Affective Measures, Affective Objectives, Basic Skills, Classification