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Curtin, Susan; DeJong, David; Robinson, Derrick; Card, Karen; Campoli, Ayana – Voices of Reform, 2020
This study explores the methodology presented in four leading educational leadership journals for a period of three years to investigate the predominant methodologies reported in journals most read by faculty members in educational administration or leadership programs. This content analysis study uses frequency and percentages to gather data on…
Descriptors: Research Methodology, Periodicals, Educational Administration, Journal Articles
Cominole, Melissa; Ritchie, Nichole Smith; Cooney, Jennifer – National Center for Education Statistics, 2021
This publication describes the methods and procedures used for the 2008/18 Baccalaureate and Beyond Longitudinal Study (B&B:08/18). The B&B graduates, who completed the requirements for a bachelor's degree during the 2007-08 academic year, were first surveyed as part of the 2008 National Postsecondary Student Aid Study (NPSAS:08), and then…
Descriptors: Bachelors Degrees, College Graduates, Longitudinal Studies, Data Collection
Da Yan – Assessment & Evaluation in Higher Education, 2024
The aim of the study was to examine the effects of rubric co-creation on peer feedback. From a social constructivist perspective, rubric co-creation might have the ability to promote the quality of feedback messages, interactivities within feedback processes, and uptake of feedback information in a peer-based collaborative setting of higher…
Descriptors: Foreign Countries, Scoring Rubrics, Peer Evaluation, Peer Relationship
Jennifer Wine; Beth Hustedt; Jennifer Cooney; Erin Thomsen – National Center for Education Statistics, 2023
This report describes the design, methods, and results of the 2016/20 Baccalaureate and Beyond Longitudinal Study (B&B:16/20) conducted by the U.S. Department of Education's National Center for Education Statistics (NCES). It is the second follow-up with a cohort of bachelor's degree recipients originally identified during the 2015-16 National…
Descriptors: Longitudinal Studies, College Graduates, Bachelors Degrees, College Students
Gandolfi, Enrico – E-Learning and Digital Media, 2018
This article aims to enlighten how individuals apply and develop cooperative and computational thinking in online collaborative challenges, and what ludic features support or discourage such approaches. Over n = 1400 subjects have been involved with a quantitative survey about three collaboration-based video games--i.e. "Overwatch,"…
Descriptors: Video Games, Group Activities, Cooperative Learning, Logical Thinking
Khan, Amna; Ahmad, Farzana Hayat; Malik, Muhammad Muddassir – Education and Information Technologies, 2017
This study aimed to identify the impact of a game based learning (GBL) application using computer technologies on student engagement in secondary school science classrooms. The literature reveals that conventional Science teaching techniques (teacher-centered lecture and teaching), which foster rote learning among students, are one of the major…
Descriptors: Secondary School Students, Science Instruction, Instructional Design, Gender Differences
Azid, Nurulwahida Hj; Yaacob, Aizan; Shaik-Abdullah, Sarimah – Malaysian Journal of Learning and Instruction, 2016
Purpose: Howard Gardners' concept of multiple intelligence (MI) offers an alternative perspective on intelligence which highlights the importance of acknowledging learner diversity, individual talents and the development of human potentials. MI has been used as a basis for the construction of modular enrichment activities to facilitate the…
Descriptors: Teacher Attitudes, Multiple Intelligences, Foreign Countries, Quasiexperimental Design
Kennedy, Emily B.; Miller, Derek J.; Niewiarowski, Peter H. – Creativity Research Journal, 2018
The objective of this study was to test the effect of far-field industrial (i.e., man-made) versus biological analogies on creativity of business professionals from two organizations engaged in the idea generation phase of new product development. Psychological effects, as reflected in language use, were measured via computerized text analysis of…
Descriptors: Creativity, Comparative Analysis, Design, Biology
Batsell, W. Robert, Jr.; Perry, Jennifer L.; Hanley, Elizabeth; Hostetter, Autumn B. – Teaching of Psychology, 2017
The testing effect is the enhanced retention of learned information by individuals who have studied and completed a test over the material relative to individuals who have only studied the material. Although numerous laboratory studies and simulated classroom studies have provided evidence of the testing effect, data from a natural class setting…
Descriptors: Tests, Psychology, Introductory Courses, Quasiexperimental Design
Lam, Yau Wai; Hew, Khe Foon; Chiu, Kin Fung – Language Learning & Technology, 2018
This study investigated the effectiveness of a blended learning approach--involving the thesis, analysis, and synthesis key (TASK) procedural strategy; online Edmodo discussions; online message labels; and writing models--on student argumentative writing in a Hong Kong secondary school. It also examined whether the application of digital game…
Descriptors: Foreign Countries, Writing Improvement, Persuasive Discourse, Blended Learning
Qasem, Arwa Ahmed Abdo; Viswanathappa, G. – Journal of Information Technology Education: Research, 2016
Integrating Information and Communication Technology (ICT) into teaching and learning is a growing area that has attracted many educators' attention in recent years. Teachers need to be involved in collaborative projects and development of intervention change strategies, which include teaching partnerships with ICT as a tool. Teacher perceptions…
Descriptors: Educational Technology, Technology Uses in Education, Blended Learning, Teacher Attitudes
Vonk, Matthew; Bohacek, Peter; Militello, Cheryl; Iverson, Ellen – Physical Review Physics Education Research, 2017
This study focuses on student development of two important laboratory skills in the context of introductory college-level physics. The first skill, which we call model making, is the ability to analyze a phenomenon in a way that produces a quantitative multimodal model. The second skill, which we call model breaking, is the ability to critically…
Descriptors: Models, Design, Video Technology, College Science
Gandolfi, Enrico – E-Learning and Digital Media, 2018
This article investigates the phenomenon of open and participative development (e.g. beta testing, Kickstarter projects)--i.e. extended prototyping--in digital entertainment as a potential source of insights for instructional interventions. Despite the increasing popularity of this practice and the potential implications for educators and…
Descriptors: Educational Technology, Technology Uses in Education, Instructional Design, Games
Zamora, Ángela; Suárez, José Manuel; Ardura, Diego – Journal of Educational Research, 2018
The authors' objective was to study the role of error detection and retroactive self-regulation as determinants of performance in secondary education students. A total of 198 students participated in the quasiexperimental study, which involved a control group and two experimental groups. This enabled the authors to analyze the effects of both…
Descriptors: Metacognition, Secondary School Students, Correlation, Error Patterns
Newton, Sunni; Alemdar, Meltem; Hilton, Ethan; Linsey, Julie; Fu, Katherine – International Journal of STEM Education, 2018
Background: A redesigned curriculum for teaching engineering graphics was adopted in an introductory mechanical engineering course. The rollout of this curriculum was staggered, allowing for comparisons of student perceptions across the newly revised and previous instructional approaches. The new curriculum borrows from content and pedagogy…
Descriptors: Industrial Arts, Design, Engineering, Drafting