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Hew, Khe Foon; Cheung, Wing Sum – Educational Research Review, 2013
Evidence-based practice in education entails making pedagogical decisions that are informed by relevant empirical research evidence. The main purpose of this paper is to discuss evidence-based pedagogical approaches related to the use of Web 2.0 technologies in both K-12 and higher education settings. The use of such evidence-based practice would…
Descriptors: Higher Education, Evidence, Computer Simulation, Web Sites
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Martín-Pérez, Víctor; Martín-Cruz, Natalia; Pérez-Santana, Pilar – International Journal of Virtual and Personal Learning Environments, 2012
The objective of this paper is to evaluate the effectiveness of strategic management simulations as a learning-by-doing tool so that university students can learn to work in a team, that is, they can enhance their knowledge, skills, and abilities (KSA) for effective teamwork. The authors have carried out an analysis of the effect of strategic…
Descriptors: Teamwork, Program Administration, Experiential Learning, Computer Simulation
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Misco, Thomas; Lee, Lena; Malone, Kevin; Goley, G. Steven; Seabolt, Phaedra – Interdisciplinary Journal of Teaching and Learning, 2012
Insurance is an interesting interdisciplinary topic that can offer generative meaning and relevance for students. By adapting real life examples and authentic simulations, mathematical concepts can be applied to insurance-related social studies issues and content. This article explores ways to teach insurance and related mathematical concepts to…
Descriptors: Citizenship Education, Insurance, Interdisciplinary Approach, Mathematical Concepts
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Avramenko, Alex – Education & Training, 2012
Purpose: The purpose of this paper is to introduce an approach to business simulation with less dependence on business simulation software to provide innovative work experience within a programme of study, to boost students' confidence and employability. Design/methodology/approach: The paper is based on analysis of existing business simulation…
Descriptors: Employment Potential, Theory Practice Relationship, Work Experience, Reflective Teaching
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Zieger, Laura; Farber, Matthew – Journal of Interactive Learning Research, 2012
Technological advances on the Internet now enable students to develop participation skills in virtual worlds. Similar to controlling a character in a video game, multi-user virtual environments, or MUVEs, allow participants to interact with others in synchronous, online settings. The authors of this study created a link between MUVEs and…
Descriptors: Virtual Classrooms, Social Studies, Grade 7, Citizen Participation
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
Rowe, Dawn Abernathy – ProQuest LLC, 2011
This study used a multiple probe design across participants to examine the effects of classroom simulation using static picture prompts to teach students to make a purchase using a debit card and track expenses by subtracting purchase amounts and adding deposits into a check register. Results demonstrated a functional relation between simulated…
Descriptors: Simulation, Disabilities, Classroom Techniques, Classrooms
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Gagnon, Michel – Physics Education, 2011
The close relationship between charged particles and electromagnetic fields has been well known since the 19th century, thanks to James Clerk Maxwell's brilliant unified theory of electricity and magnetism. Today, electromagnetism is recognized as an essential aspect of human activity and has consequently become a major component of senior…
Descriptors: Physics, Computer Software, Motion, High Schools
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Larwin, Karen H.; Larwin, David A. – Journal of Education for Business, 2011
Bootstrapping methods and random distribution methods are increasingly recommended as better approaches for teaching students about statistical inference in introductory-level statistics courses. The authors examined the effect of teaching undergraduate business statistics students using random distribution and bootstrapping simulations. It is the…
Descriptors: Experimental Groups, Control Groups, Research Design, Grade Point Average
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Civelek, Turhan; Ucar, Erdem; Ustunel, Hakan; Aydin, Mehmet Kemal – EURASIA Journal of Mathematics, Science & Technology Education, 2014
The current research aims to explore the effects of a haptic augmented simulation on students' achievement and their attitudes towards Physics in an immersive virtual reality environment (VRE). A quasi-experimental post-test design was employed utilizing experiment and control groups. The participants were 215 students from a K-12 school in…
Descriptors: Physics, Science Achievement, Student Attitudes, Experimental Groups
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Huang, Ronghuai, Ed.; Kinshuk, Ed.; Chen, Nian-Shing, Ed. – Lecture Notes in Educational Technology, 2014
The book addresses the main issues concerned with the new development of learning processes, innovative pedagogical changes, the effects of new technologies on education, future learning content, which aims to gather the newest concepts, research and best practices on the frontiers of technology enhanced learning from the aspects of learning,…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Computer Software
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Zandieh, Zeinab; Jafarigohar, Manoochehr – English Language Teaching, 2012
The present study investigated comprehension, immediate and delayed vocabulary retention under incidental and intentional learning conditions via computer mediated hypertext gloss. One hundred and eighty four (N = 184) intermediate students of English as a foreign language at an English school participated in the study. They were randomly assigned…
Descriptors: Vocabulary Development, Incidental Learning, English (Second Language), Second Language Learning
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Berns, Anke; Palomo-Duarte, Manuel; Fernández, David Camacho – Research-publishing.net, 2012
The aim of our study is to explore several possibilities to use virtual worlds (VWs) and game-applications with learners of the A1 level (CEFR) of German as a foreign language. Our interest focuses especially on designing those learning tools which increase firstly, learner motivation towards online-learning and secondly, enhance autonomous…
Descriptors: Cooperative Learning, Foreign Countries, German, Second Language Learning
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Monjelat, Natalia; Mendez-Zaballos, Laura; Lacasa, Pilar – Electronic Journal of Research in Educational Psychology, 2012
Introduction: Video games have proven to be a valuable resource to work different school subjects and topics. Beyond specific content, they could help to develop different abilities, like problem solving. However, not much has been studied on this topic, or many of the studies followed a perspective not entirely compatible with an educational…
Descriptors: Teaching Methods, Ethnography, Discourse Analysis, Problem Solving
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Bender-Szymanski, Dorothea – Intercultural Education, 2012
In this article, we describe the multiple phases of a project that was constructed around the real case of a young Muslim student who wished to be exempted from coeducational physical education on religious grounds. When the school refused her initial request, she decided to take legal measures which ended up in the German Federal Administrative…
Descriptors: Educational Policy, Physical Education, Preservice Teacher Education, Public Schools
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