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Sulma Paola Vera-Monroy; Sandra Rodriguez; Manuel Alfredo Figueredo – International Journal of Mathematical Education in Science and Technology, 2024
This study evaluates the implementation of a collaborative/game-based learning strategy on final year B.Sc. students focused on reinforcing the Taylor theorem (a mathematical concept previously learned, usually forgotten over time and widely used in chemical engineering) and analyses its effect on their academic performance. To this end, the…
Descriptors: Undergraduate Students, Engineering Education, Game Based Learning, Teaching Methods
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Ana Patricia García-Amado; Maythe García-Rivero; José Luis Cruz-Canales; Rubén Abraham Moreno Segura; Asuman Oktaç – For the Learning of Mathematics, 2024
The aim of this study is to explore the possibility of introducing the general notions of function and inverse function through a mathematical activity on linear functions, focusing on the quantitative meaning associated to the connection between a relation and its inverse. We present a genetic decomposition, that is, a viable cognitive path for…
Descriptors: Mathematics Instruction, Teaching Methods, High School Students, Student Attitudes
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Kitchen, Veronica – Journal of Political Science Education, 2022
As experiential learning becomes more central to undergraduate education, we must find ways to use it in large classes and to teach students how to learn from experiences. This article uses a 2-year study of student perceptions of learning from short, in-class games and simulations to show that these active learning activities can be used to…
Descriptors: Experiential Learning, Undergraduate Students, Educational Games, Simulation
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
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Shernoff, David J. – AERA Online Paper Repository, 2023
In this paper, we report the results of a 3-year, quasi-experimental study comparing students' engagement and deep learning of course materials between students who took an undergraduate engineering course that used a video game approach to a control group. The video game, EduTorcs, provided challenges in which students devised control algorithms…
Descriptors: Learner Engagement, Undergraduate Students, Engineering Education, Video Games
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Obada, David O.; Bako, Raymond B.; Ahmed, Abdulkarim S.; Anafi, Fatai O.; Eberemu, Adrian O.; Dodoo-Arhin, David; Oyedeji, Ayodeji N.; Salami, Kazeem A.; Samuel, Bassey O.; Samuel, Emmanuel T.; Obada, Israel B. – Education and Information Technologies, 2023
Research and academia have been recently affected by the Coronavirus (COVID-19), and physical classrooms and laboratory experiments have been affected significantly due to the recent laboratory closures. This has led to innovative approaches to curb this problem. To address these difficulties in teaching bioengineering related courses that is of…
Descriptors: Engineering Education, Teaching Methods, Distance Education, Active Learning
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Junhua Xiao – Anatomical Sciences Education, 2024
The flipped classroom teaching model has been widely used in anatomy education to embrace a blended learning strategy. However, the impact that a continuous flipped classroom teaching model exerts on student learning of human topographic anatomy remains unclear. To address this question, student learning experience and performance were compared…
Descriptors: Anatomy, Science Instruction, Teaching Methods, Likert Scales
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Morgan M. Bryant; Jen Riley – Marketing Education Review, 2024
Student engagement is a growing challenge within higher education, especially as technology continues to evolve and competition for attention rises. As a business discipline, many marketing students struggle to connect with the theory presented in the classroom and seek interactive, experiential learning opportunities. The authors created the…
Descriptors: Learner Engagement, Marketing, Music, Learning Activities
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Hoyer, Lauren; Hastie, Warwick W. – Journal of Geoscience Education, 2023
We present a quantitative study of responses to voluntary and anonymous surveys of undergraduate geology students enrolled at an English-medium, research university in South Africa. This research captured student interest in geology, their perceived level of understanding of key geological concepts, and the extent to which in-class and in-field…
Descriptors: Undergraduate Students, Student Attitudes, Earth Science, Field Studies
Louis Alexiz C. Urbina – Online Submission, 2025
This research investigated how collaborative e-learning strategies affected the understanding of DNA Replication among the 9th-grade Biology CC class. The study involved 24 diverse students (ages 15-17), including regular education students, English Language Learners (ELLs), and students with IEPs selected through proportional stratified random…
Descriptors: Cooperative Learning, Science Instruction, Teaching Methods, Outcomes of Education
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Wesley Beccaro; Elisabete Galeazzo; Denise Consonni; Henrique E. Maldonado Peres; Leopoldo R. Yoshioka – IEEE Transactions on Education, 2024
Contribution: The evaluation of analog-to-digital conversion methods constitutes a key component of an Instrumentation course. This study introduces an affordable educational platform based on Arduino UNO board designed for teaching analog-to-digital conversion concepts, supported by virtual instruments (VIs). Background: ADCs are electronic…
Descriptors: Engineering Education, Learning Management Systems, Teaching Methods, Computer Simulation
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Albano, Giovannina; Arzarello, Ferdinando; Dello Iacono, Umberto – Technology, Knowledge and Learning, 2021
This paper aims to show how the Logic of Game Theory can facilitate the structuring of games for the learning of mathematical concepts, in a way which is cognitively resonant with students' attitudes and epistemologically sound from the mathematical standpoint. We propose a kind of game, based on an inquiry approach to mathematics, called Digital…
Descriptors: Game Based Learning, Active Learning, Inquiry, Electronic Learning
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Nikolaos Papalazarou; Ioannis Lefkos; Nikolaos Fachantidis – Journal of Science Education and Technology, 2024
Involving students in laboratory and inquiry-based activities can help them understand the concepts of physics. However the learning process should not only focus on the concepts. Moreover, the advantages of using virtual or physical labs are still under examination. The purpose of this study is to analyse which of the two modes (virtual or…
Descriptors: Student Attitudes, Physics, Laboratory Experiments, High School Students
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Kyungbin Kwon; Thomas A. Brush; Keunjae Kim; Minhwi Seo – Journal of Educational Computing Research, 2025
This study examined the effects of embodied learning experiences on students' understanding of computational thinking (CT) concepts and their ability to solve CT problems. In a mixed-reality learning environment, students mapped CT concepts, such as sequencing and loops, onto their bodily movements. These movements were later applied to robot…
Descriptors: Thinking Skills, Computer Science Education, Robotics, Programming
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Alam, Md. I.; Malone, Lauren; Nadolny, Larysa; Brown, Michael; Cervato, Cinzia – Journal of Computer Assisted Learning, 2023
Background: The substantial growth in gamification research has connected gamified learning to enhanced engagement, improved performance, and greater motivation. Similar to gamification, personalized learning analytics dashboards can enhance student engagement. Objectives: This study explores the student experiences and academic achievements using…
Descriptors: Academic Achievement, Game Based Learning, Introductory Courses, STEM Education
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