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Carney, Russell N.; Levin, Joel R. – Journal of Experimental Education, 2018
An experiment was conducted in which the face-name mnemonic was applied to the task of associating 14 artists' names with two styles of their artwork, portraits and thematic paintings. Following study of the 28 items, mnemonic students outperformed "own best method" control students on both immediate and delayed matching tests. Further,…
Descriptors: Mnemonics, Memory, Art, Art Education
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Ponce, Héctor R.; Mayer, Richard E.; Figueroa, Verónica A.; López, Mario J. – Interactive Learning Environments, 2018
This article examines the effectiveness of a software that supports formative assessment in real-time of learners' vocabulary knowledge through an interactive highlighting method. Students in a classroom are given a passage on their computer screen and asked to highlight the words they do not understand. This information is summarized on the…
Descriptors: Foreign Countries, Undergraduate Students, Advanced Courses, Second Language Learning
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Erhel, Séverine; Jamet, Eric – Interactive Learning Environments, 2016
Few studies have investigated the effects of the instructions provided in educational computer games on cognitive processing and learning outcomes. In our experiment, we sought to compare the effects on learning outcomes of two different types of goal-oriented instructions: "mastery-goal" instructions, which prompt learners to develop…
Descriptors: Outcomes of Education, Goal Orientation, Instruction, Video Games
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Martin, Michael W.; Shen, Yuzhong – Computers in the Schools, 2014
This article details the administration and results of an experiment conducted to assess the impact of three video game design concepts upon learning outcomes. The principles tested include game aesthetics, player choice, and player competition. The experiment participants were asked to play a serious game over the course of a week, and the…
Descriptors: Video Games, Outcomes of Education, Experiments, Aesthetics
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Zacharia, Zacharias C.; Olympiou, Georgios – Learning and Instruction, 2011
The aim of this study was to investigate whether physical or virtual manipulative experimentation can differentiate physics learning. There were four experimental conditions, namely Physical Manipulative Experimentation (PME), Virtual Manipulative Experimentation (VME), and two sequential combinations of PME and VME, as well as a control condition…
Descriptors: Experimental Groups, Control Groups, Undergraduate Students, Physics
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Wu, Chih-Hsiang; Hwang, Gwo-Jen; Kuo, Fan-Ray; Huang, Iwen – Australasian Journal of Educational Technology, 2013
Educators have indicated that creative teaching is the most important educational activity; nevertheless, most existing education systems fail to engage students in effective creative tasks. To address this issue, this study proposes a mind map based collaborative learning approach for supporting creative learning activities and enhancing…
Descriptors: Active Learning, Cooperative Learning, Learning Activities, Student Projects
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Perrin, Jeffrey L. – Applied Environmental Education and Communication, 2011
The present research investigated effects of message framing (losses-framed or gains-framed), message modality (video with text or text-only) and emotional arousal on environmentally responsible behavioral intentions. The sample consisted of 161 college students. The present research did not find a significant difference in behavioral intentions…
Descriptors: Video Technology, Emotional Response, Intention, College Students