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Sasipim Poompimol; Patcharin Panjaburee; Pratchayapong Yasri; Khajornsak Buaraphan – IAFOR Journal of Education, 2023
The collaborative board game was predicted to be a potential game-based learning environment to improve students' knowledge of cyberbullying and prevent cyberbullying behaviors. The games with the debriefing method could enhance the quality of the learning environment for improving the cognitive domain. Scholars pointed out that the well-designed…
Descriptors: Preferences, Computer Mediated Communication, Bullying, Educational Games
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Schneider, Sascha; Nebel, Steve; Meyer, Selina; Rey, Günter Daniel – Journal of Educational Psychology, 2022
According to self-determination theory, both provision of choice and reduced task difficulty facilitate learners' motivation via an increase in 2 basic psychological needs. This study examines the moderating role of the autonomy-changing effect of "choice" on the competence-altering effect of differences in "perceived task…
Descriptors: Difficulty Level, Multimedia Materials, Learning Motivation, Multimedia Instruction
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Makransky, Guido; Andreasen, Niels K.; Baceviciute, Sarune; Mayer, Richard E. – Journal of Educational Psychology, 2021
We investigated the instructional effectiveness of using an interactive and immersive virtual reality (IVR) simulation versus a video for teaching scientific knowledge in 2 between-subjects experiments. In Experiment 1, 131 high school students (84 females) used a science simulation that involved forensic analysis of a collected DNA sample in a…
Descriptors: Computer Simulation, Learning Strategies, Video Technology, Science Instruction
So-Jin Moon – ProQuest LLC, 2021
As increasing numbers of foreign language programs have employed multimedia into their curricula, the importance of ways and means to optimize the students' language learning through multimedia has been emphasized. While multimedia with on-screen text in the target language is extensively adopted by foreign language learners, there is no study of…
Descriptors: Vocabulary Development, Second Language Learning, Captions, Mass Media Effects
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Reyna, Jorge; Meier, Peter – Research in Learning Technology, 2020
Digital media assignments are a widely used method of assessing student learning in higher education. Despite their common use, the literature on digital media assignments has many gaps regarding theoretical frameworks to guide their design, implementation and evaluation. This research paper focuses on student attitudes towards the use of mobile…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Smith, Blaine E. – Literacy, 2019
Although a large body of research emphasises the collaborative nature of adolescents' multimodal composing processes in and out of school, little is known about how or why collaborative partnerships might differ across composers or digital tools. Integrating sociocultural and social semiotics theoretical frameworks, this study examined how three…
Descriptors: Semiotics, Sociocultural Patterns, Video Technology, Cooperative Learning
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Chen, Kuan-Li; Liu, Shiang-Yao; Chen, Po-Hsi – International Journal of Environmental and Science Education, 2015
Energy literacy is multidimensional, comprising broad content knowledge as well as affect and behavior. Our previous study has defined four core dimensions for the assessment framework, including energy concepts, reasoning on energy issues, low-carbon lifestyle, and civic responsibility for a sustainable society. The present study compiled a…
Descriptors: Secondary School Students, Computer Assisted Testing, Video Technology, Multimedia Materials
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Hosler, Jay; Boomer, K. B. – CBE - Life Sciences Education, 2011
Comic books employ a complex interplay of text and images that gives them the potential to effectively convey concepts and motivate student engagement. This makes comics an appealing option for educators trying to improve science literacy about pressing societal issues involving science and technology. Here, we report results from the first…
Descriptors: Learner Engagement, Nonmajors, Student Attitudes, Cartoons
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Ioannou, Andri; Brown, Scott W.; Hannafin, Robert D.; Boyer, Mark A. – Computers in the Schools, 2009
This study investigated whether using multimedia-based instructional material in a problem-based social studies simulation enhances student learning about world issues, increases interest in social studies, and generates positive attitudes toward the instruction. The GlobalEd Project, a Web-based international negotiation simulation embedded in…
Descriptors: Quasiexperimental Design, Problem Based Learning, Instructional Materials, Internet
Thurston, Linda P.; Cauble, Betsy; Dinkel, Janice – 1998
An interactive multimedia instructional program was developed at Kansas State University to meet the need of rural social work students for specialized training in child welfare issues. The program consists of 10 multimedia interactive computer-based instructional modules that focus on child welfare issues in generalist social work practice. The…
Descriptors: College Students, Distance Education, Higher Education, Instructional Effectiveness
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers