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Helena Carvalho; Patricia A. Halpin; Elke Scholz-Morris; Rosa de Carvalho; Daniel Contaifer Jr. – Advances in Physiology Education, 2025
Dramatization, a teaching method where each student acts out or mimics a cell or body parts while the entire group represents the physiological process was adapted to produce original teaching videos paired with a pretest that activates memory and a posttest to prevent misconceptions. Three physiology instructors collaborated on Zoom to create six…
Descriptors: Role Playing, Physiology, Visualization, Teaching Methods
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Evi Suryawati; Syafrinal; Fitri Olvia Rahmi; Masnaini Alimin; Bevo Wahono – Journal of Turkish Science Education, 2024
This study examines the improvement of first-year students' critical thinking and self-regulation by implementing a metacognitive-based e-module. To address the challenges of learning in accordance with the demands of the higher education curriculum, metacognitive-based e-modules are required. Metacognitive strategies such as analogies, concept…
Descriptors: Metacognition, Critical Thinking, Electronic Learning, Biology
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Ricardo Casañ-Pitarch; Miguel Ángel Candel-Mora; Olha Demydenko; Zoia Kornieva – Advanced Education, 2024
The development of new forms of technology has resulted in new methodologies and approaches in pedagogical practices, particularly within the field of foreign language education. This is especially useful in foreign language teaching because it allows students geographically distant to interact remotely. Moreover, the integration of task-based and…
Descriptors: Second Language Learning, Electronic Learning, Computer Assisted Instruction, Cooperative Learning
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Pollyanna Stremel Romeiro; Saulo Henrique Weber; Edson José Justino; Pedro Vicente Michelotto – Anatomical Sciences Education, 2024
The use of immersive methodologies is a trend in the educational environment, but their outcomes in the teaching-learning process need to be better understood. This study aimed to assess the impact of the educational environment on learning equine distal limb ultrasonography, comparing immersive classroom, traditional classroom, and virtual…
Descriptors: Educational Environment, Environmental Influences, Teaching Methods, Veterinary Medical Education
Laura J. Bianco – ProQuest LLC, 2022
Distance education has become increasingly popular among college students over the last two decades and institutions have responded to this demand by offering more online and hybrid courses. These courses provide many benefits to students, including increased flexibility and accessibility, which contribute to its growing popularity. However,…
Descriptors: Academic Achievement, Self Esteem, Anatomy, Physiology
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Xiaohan Ma – Language Testing in Asia, 2024
This research explores the use of the Quizlet application in teaching Chinese as a foreign language, employing a mixed methods approach. The participants of this study were 60 international students who majored in Chinese at a university in China. The students were divided into two groups and received instruction through traditional teaching…
Descriptors: Language Skills, Learner Engagement, Influence of Technology, Tests
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Hsiu-Chen Hsu – Language Learning & Technology, 2024
This study examined the effects of pretask training to promote peer collaboration, encourage learning opportunities, and foster individual L2 writing development in web-based L2 collaborative writing (CW) tasks. The participants were 48 students from two junior English composition classes at a Taiwanese university. One class (n = 24) was assigned…
Descriptors: Collaborative Writing, Second Language Learning, Writing (Composition), Electronic Learning
Aviva Bergman Moore – ProQuest LLC, 2020
Students in K-12 online classrooms demonstrate lower levels of achievement in both reading and mathematics than their face-to-face counterparts, and notably low levels of engagement are a contributing factor. The development of the field of K-12 online learning occurred so rapidly that the research and establishment of best practices have been…
Descriptors: Coaching (Performance), Learner Engagement, Electronic Learning, Virtual Classrooms
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Uluay, Gulsah; Dogan, Alev – Journal of Education in Science, Environment and Health, 2020
The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. In accordance with this purpose, key factors towards using digital games in classroom are also observed. Convergent parallel design that is a type of mix method…
Descriptors: Preservice Teachers, Science Teachers, Teaching Methods, Electronic Learning
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Mujiono; Herawati, Siane – International Journal of Instruction, 2021
This study examined E-Learning-based sociolinguistic instruction's effectiveness of EFL university students' sociolinguistic competence. This study applied a quasi-experimental method with the Non-Equivalent Control Group Design. The participants of this study were 76 students purposefully recruited from a University in Malang, Indonesia. They…
Descriptors: Sociolinguistics, Second Language Learning, Second Language Instruction, English (Second Language)
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Wang, Yi Hsuan – Educational Technology & Society, 2020
The study integrated learning technology and various e-learning materials to assist teachers in conducting project-based learning for a science course. The activities were designed for learning science concepts such as circuits and the symbols of electricity firstly, and then for applying the concepts to produce a scientific toy. The study…
Descriptors: Games, Books, Electronic Publishing, Computer Simulation
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Mir, Nazir Ahmad; Fathima, Afrah; Suppala, Srinivas – International Journal of Adult Education and Technology, 2022
The world has witnessed changes in teaching and learning attitudes ever since the dawn of the technological revolution. Additionally, the overwhelming propensity for technology among Indian teachers and pupils has had a great effect on the country's educational system. On this basis, a study was done to determine how much teachers and students…
Descriptors: Teaching Methods, Educational Change, Blended Learning, Intervention
Souribio, Christine N. – Online Submission, 2023
"Gamification is the process of using game thinking and game dynamics to engage audiences and solve problems", Zichermann (2011). The aim of this research is to facilitate the least-learned competencies in the English subject of students of Grade 8 in Tupi National High School for the academic year 2022-2023. With this, the researcher…
Descriptors: Problem Solving, Game Based Learning, High School Students, Language Tests
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Santyasa, I. Wayan; Agustini, Ketut; Pratiwi, Ni Wayan Eka – International Journal of Instruction, 2021
Chemistry learning in high school should encourage the application of knowledge learned to solve real-world problems around students without delay. This study aimed at analyzing the effect of the project based e-learning model (PjBeL) compared to direct e-learning (DeL) and academic procrastination (AP) on students' critical thinking skills and…
Descriptors: Chemistry, Science Instruction, High School Students, Student Projects
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Douglas, Karen H.; Uphold, Nicole M.; Steffen, Shannon; Kroesch, Allison M. – Journal of Special Education, 2018
Four middle school students with a developmental disability participated in a multiple probe design across students and replicated across conditions study to evaluate the effectiveness of constant time delay to teach them to create a grocery list on an iPad or iPod touch. The classroom teacher collected data on the percentage of items…
Descriptors: Handheld Devices, Retailing, Middle School Students, Developmental Disabilities
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