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Eseryel, U. Yeliz; Drake, John R.; Eseryel, Deniz – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2020
Aim/Purpose: This article aimed to design and evaluate a pedagogical technique for altering students' classroom digital multitasking behaviors. The technique we designed and evaluated is called course-based undergraduate research experience (CURE). With this technique, the students wrote a research article based on a multitasking experiment that…
Descriptors: Undergraduate Students, Student Research, Student Behavior, Behavior Change
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Yeung, Siu-Kit; So, Wing-Mui Winnie; Cheng, Nga-Yee Irene; Cheung, Tsz-Yan; Chow, Cheuk-Fai – International Journal of Sustainability in Higher Education, 2017
Purpose: This paper aims to compare the learning outcomes of gaming simulation and guided inquiry in sustainability education on plastic waste management. The current study targets the identification of success factors in these teaching approaches. Design/methodology/approach: This study used a quasi-experimental design with undergraduate…
Descriptors: Sanitation, Plastics, Environmental Education, Sustainability
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Verhoeven, Jef C.; Heerwegh, Dirk; De Wit, Kurt – Computers & Education, 2010
The passage from secondary school to university puts students in an environment with different expectations. Not only the expectations towards learning might change, but also towards ICT competences and computer use. The purpose of this article is to find out whether freshmen, after 6 months at the university, changed their self-perception of ICT…
Descriptors: Computer Uses in Education, Information Technology, Internet, College Freshmen
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Kim, C.; Keller, J. M. – Journal of Computer Assisted Learning, 2010
The purpose of this study was to investigate the effects of motivation, volition and belief change strategies, implemented with personal and group email messages, on students' attitudes, study habits and achievement in a calculus course for non-mathematics majors. Eighty four undergraduates enrolled in a calculus course received emails over a…
Descriptors: Change Strategies, Study Habits, Mathematics Education, Student Attitudes
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Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano – Simulation & Gaming, 2010
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Descriptors: Obesity, Health Behavior, Behavior Modification, Behavior Change
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Manwaring, Jamie L.; Bryson, Susan W.; Goldschmidt, Andrea B.; Winzelberg, Andrew J.; Luce, Kristine H.; Cunning, Darby; Wilfley, Denise E.; Taylor, C. Barr – Journal of Consulting and Clinical Psychology, 2008
Unlike traditional interventions, Internet interventions allow for objective tracking and examination of the usage of program components. Student Bodies (SB), an online eating disorder (ED) prevention program, significantly reduced ED attitudes/behaviors in college-aged women with high body image concerns, and reduced the development of EDs in…
Descriptors: Self Concept, Prevention, Eating Disorders, Internet