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Liu, Tzu-Chien; Lin, Yi-Chun; Paas, Fred – Educational Technology Research and Development, 2022
We investigated whether the temporal contiguity effect, which holds that information sources, such as visual information and narration need to be temporally coordinated for learning to be effective, can also be found in narrated slideshows. A concurrent presentation-key point format (CPK), in which visual information sequentially appeared as key…
Descriptors: Information Sources, Learning Processes, Visual Aids, Narration
Bulut, Ramazan – International Journal of Progressive Education, 2019
Multimedia settings can be defined as digital settings in which elements with visual, audio or visual-audio characteristics that appeal to individuals' auditory and visual senses are presented in a combined way. Such settings are employed in numerous fields including movies, advertisements, tourism, commerce and education. The aim of the study is…
Descriptors: Academic Achievement, Multimedia Instruction, Teaching Methods, Correlation
Duncan, Ravit Golan; Castro-Faix, Moraima; Choi, Jinnie – International Journal of Science and Mathematics Education, 2016
The Framework for Science Education and the Next Generation Science Standards in the USA emphasize learning progressions (LPs) that support conceptual coherence and the gradual building of knowledge over time. In the domain of genetics there are two independently developed alternative LPs. In essence, the difference between the two progressions…
Descriptors: Genetics, Sequential Approach, Molecular Biology, Scientific Concepts
Gibbs, Anna S.; Hinton, Vanessa M.; Flores, Margaret M. – Preventing School Failure, 2018
Children who struggle in mathematics have a limited understanding of the foundational processes of mathematics. A lack of conceptual understanding causes students to fall behind as they progress through the core curriculum. Children at high risk for developing mathematics disabilities fail to gain numeracy knowledge. The purpose of this case study…
Descriptors: Mathematics Instruction, Case Studies, Disabilities, Computation
Yang, Kai-Hsiang – Interactive Learning Environments, 2017
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
Descriptors: Educational Games, Electronic Learning, Mastery Learning, Learning Theories
Wass, Sam V.; Cook, Clare; Clackson, Kaili – Developmental Psychology, 2017
Previous research has suggested that early development may be an optimal period to implement cognitive training interventions, particularly those relating to attention control, a basic ability that is essential for the development of other cognitive skills. In the present study, we administered gaze-contingent training (95 min across 2 weeks)…
Descriptors: Infants, Metabolism, Physiology, Training
Bahari, Akbar – Teaching English with Technology, 2018
Exploring the ways to develop a comprehensive learner-friendly telecollaborative model of learning led to the introduction of nonlinear dynamic motivation-oriented model. To foster self-regulated learner autonomy, the model aims at recruiting the potential behind formulaic sequences for L2 comprehension-production in response to immediate…
Descriptors: Telecommunications, English (Second Language), Second Language Learning, Second Language Instruction
Gårdebjer, Sofie; Larsson, Anette; Adawi, Tom – Journal of Education in Science, Environment and Health, 2017
This paper deals with a novel method for improving the traditional "verification" laboratory in science education. Drawing on the idea of integrated instructional units, we describe an instructional sequence which we call the Babushka concept. This concept consists of three integrated instructional units: a start-up lecture, a laboratory…
Descriptors: Science Education, Sequential Approach, Instructional Innovation, Lecture Method
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
Pask, Liza; Hughes, Tammy L.; Sutton, Lawrence R. – International Journal of School & Educational Psychology, 2016
"Healthy Relationships & Autism" is a developmentally sequenced, manualized intervention intended for children and adolescents with an autism spectrum disorder (ASD). The curriculum is designed to facilitate healthy interpersonal relationships; three modules cover personal hygiene, sexual knowledge, and a variety of productive…
Descriptors: Autism, Pervasive Developmental Disorders, Children, Adolescents
Smith, Katie A.; Ayres, Kevin M.; Mechling, Linda C.; Alexander, Jennifer L.; Mataras, Theologia K.; Shepley, Sally B. – Career Development and Transition for Exceptional Individuals, 2015
The purpose of this study was to evaluate the effects of a system of least prompts procedure with a video prompt serving as the model in teaching office tasks to three high school students with moderate intellectual disability. A multiple probe across behaviors design replicated across participants was used to evaluate the intervention. The…
Descriptors: Cues, Prompting, High School Students, Video Technology
De Smet, Cindy; Schellens, Tammy; De Wever, Bram; Brandt-Pomares, Pascale; Valcke, Martin – Interactive Learning Environments, 2016
Learning paths have the potential to play an important role in the way educators serve their learners. Empirical research about learning paths is scarce, particularly in a secondary education setting. The present quasi-experimental study took place in the context of a biology course involving 360 secondary school students. A 2 × 2 factorial…
Descriptors: Integrated Learning Systems, Program Design, Program Implementation, Secondary Education
Hafidi, Mohamed; Bensebaa, Taher – International Journal of Distance Education Technologies, 2015
The majority of adaptive and intelligent tutoring systems (AITS) are dedicated to a specific domain, allowing them to offer accurate models of the domain and the learner. The analysis produced from traces left by the users is didactically very precise and specific to the domain in question. It allows one to guide the learner in case of difficulty…
Descriptors: Intelligent Tutoring Systems, Foreign Countries, Interdisciplinary Approach, Universities
Kazakoff, Elizabeth R.; Bers, Marina Umaschi – Journal of Educational Computing Research, 2014
This article examines the impact of programming robots on sequencing ability in early childhood. Thirty-four children (ages 4.5-6.5 years) participated in computer programming activities with a developmentally appropriate tool, CHERP, specifically designed to program a robot's behaviors. The children learned to build and program robots over three…
Descriptors: Robotics, Early Childhood Education, Programming, Computer Uses in Education
McClaran, Robin Rudd – ProQuest LLC, 2013
The technology principle in the "Principles and Standards for School Mathematics" (NCTM, 2000) states that technology plays an important role in how teachers teach mathematics and in how students learn mathematics. The purpose of this sequential explanatory mixed methods study was to examine the impact of interactive applets on students'…
Descriptors: Mathematics Education, Sequential Learning, Sequential Approach, Mixed Methods Research