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Norton, Priscilla; Hathaway, Dawn – Educational Technology, 2012
In this article, the CLICK ("C"omputer Games and "L"iteracy "I"ntegrated with "C"ontent "K"nowledge) design model for high school education is proposed and developed as an instructional response to concerns about content coverage versus deeper content knowledge, learners' inability to grasp the meanings embedded in complex text, and disregard for…
Descriptors: Expertise, Instructional Design, High Schools, Computer Games
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Reilly, C. – Journal of Intellectual Disability Research, 2012
Background: A number of genetic conditions with associated intellectual disability and/or special educational needs have increasingly well-defined behavioural phenotypes. Thus, the concept of "behavioural phenotype" and aetiology of intellectual disability may be important with regard to school-based interventions. Method: The evidence for…
Descriptors: Guidelines, Teaching Methods, Genetics, Down Syndrome
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Hong, Jon-Chao; Chen, Mei-Yung; Wong, Ashley; Hsu, Tsui-Fang; Peng, Chih-Chi – International Journal of Technology and Design Education, 2012
In a contest featuring hands-on projects, college students were required to design a simple crawling worm using planning, self-monitoring and self-evaluation processes to solve contradictive problems. To enhance the efficiency of problem solving, one needs to practice meta-cognition based on an application of related scientific concepts. The…
Descriptors: Physics, Competition, Scientific Concepts, Hands on Science
McIntosh, Jamey – Techniques: Connecting Education and Careers (J3), 2012
Achieving success takes hard work and perseverance, but another crucial ingredient is the ability to learn from failure. Instructors must encourage students to make mistakes within the classroom so they will attempt great things outside it. This is where the freedom of trial and error should be championed, to be able to hone students' skills so…
Descriptors: Logical Thinking, Construct Validity, Researchers, Technology Education
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McVilly, K.; Webber, L.; Paris, M.; Sharp, G. – Journal of Intellectual Disability Research, 2013
Background: Having an objective means of evaluating the quality of behaviour support plans (BSPs) could assist service providers and statutory authorities to monitor and improve the quality of support provided to people with intellectual disability (ID) who exhibit challenging behaviour. The Behaviour Support Plan Quality Evaluation Guide II…
Descriptors: Foreign Countries, Behavior Problems, Behavior Modification, Adults
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Stefanou, Candice; Stolk, Jonathan D.; Prince, Michael; Chen, John C.; Lord, Susan M. – Active Learning in Higher Education, 2013
Investigations of the relationships between contexts in which learning occurs and students' behaviours, cognitions and motivations may further our understanding of how instruction is related to students' development as self-regulated learners. In this study, student self-regulated learning strategies in problem-based learning and project-based…
Descriptors: Metacognition, Problem Based Learning, Personal Autonomy, Instructional Design
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Jabbar, Khalid Bin Abdul; Ong, Alex; Choy, Jeanette; Lim, Lisa – Australasian Journal of Educational Technology, 2013
This study examined the use of authentic experiential-based videos in self-explanation activities on 32 polytechnic students' learning and motivation, using a mixed method quasi-experimental design. The control group analysed a set of six pre-recorded videos of a subject performing the standing broad jump (SBJ). The experimental group captured…
Descriptors: Quasiexperimental Design, Experiential Learning, Video Technology, Intervention
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Li, Ming-Chaun; Tsai, Chin-Chung – Journal of Science Education and Technology, 2013
The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and…
Descriptors: Educational Games, Teaching Methods, Literature Reviews, Science Education
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Guzzetti, Barbara J.; Stokrocki, Mary – E-Learning and Digital Media, 2013
Although virtual worlds offer teachers the potential to enhance the K-12 curriculum in novel ways, there have been few systematic attempts to instruct teachers about virtual worlds, research their reactions, or track their explorations of these three-dimensional environments. Therefore, this study was designed to respond to the call to help…
Descriptors: Educational Technology, Technology Uses in Education, Teacher Attitudes, Ethnography
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Ruiz-Gallardo, José-Reyes; Verde, Alonso; Valdés, Arturo – Journal of Environmental Education, 2013
The reengagement of disenchanted secondary students is one of the priorities of the educational system. Over a six-year period (2003-2004 to 2008-2009), 63 disruptive and low-performance secondary school students were integrated into a two-year garden-based learning program, which took place in southeastern Spain. This article intends to assess…
Descriptors: At Risk Students, Foreign Countries, Gardening, Outdoor Education
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Alias, Norlidah; Siraj, Saedah; Daud, Mohd Khairul Azman Md; Hussin, Zaharah – Turkish Online Journal of Educational Technology - TOJET, 2013
The study examines the effectiveness of Facebook based learning to enhance creativity among Islamic Studies students in the secondary educational setting in Malaysia. It describes the design process by employing the Isman Instructional Design Model. A quantitative study was carried out using experimental method and background survey. The…
Descriptors: Program Effectiveness, Student Attitudes, Instructional Design, Statistical Analysis
Bishop, Jacob L. – ProQuest LLC, 2013
Recent advances in technology and ideology have unlocked entirely new directions for education research. Mounting pressure from increasing tuition costs and free, online course offerings are opening discussion and catalyzing change in the physical classroom. The flipped classroom is at the center of this discussion. The flipped classroom is a new…
Descriptors: Technology Uses in Education, Educational Technology, Blended Learning, Video Technology
Wyke, Rebecca Martha C. – ProQuest LLC, 2013
A principal goal of higher education is to prepare students for the real-world challenges they will encounter upon graduation in their everyday life, in their work and in society. While discipline specific content knowledge is an important component of a college education, a 2010 survey of employers conducted for the Association of American…
Descriptors: Creativity, Innovation, Higher Education, College Students
Kleiderlein, Marie – ProQuest LLC, 2013
This case study describes the high school experiences of White working-class boys in a rural community in the northeast United States. It examines the identity formation of these youth, key characteristics of those identities, as well as a prominent and significant group identity among them. These youth are typically kinesthetic learners and…
Descriptors: Case Studies, Working Class, Rural Areas, High School Students
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Calonge, David Santandreu; Grando, Danilla – Health Education Journal, 2013
Objective: To develop a totally online reality-based course that engages students and enables the development of enhanced teamwork and report-writing skills. Setting: Outbreaks of infectious diseases impacts upon commerce, trade and tourism as well as placing strains on healthcare systems. A general course introducing university students to…
Descriptors: Public Health, Epidemiology, Introductory Courses, College Students
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