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Ibrahim Bozan; Erdal Taslidere – Education and Information Technologies, 2025
Coding and digital game design activities have been used in recent years to contribute to students' academic achievement and twenty-first century skills. This study aimed to investigate the effect of the 5E model enriched with coding and digital game design activities (5EECD) on gifted students' academic achievement and problem-solving skills. A…
Descriptors: Models, Coding, Computer Games, Educational Games
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Parama Kwangmuang; Anucha Somabut; Pornpisut Duangngern; Sukruetai Changpetch; Chamas Dhithjaroen; Orawan Techapornpong; Paritchaya Sarakan; Sumalee Chaijaroen; Charuni Samat – Education and Information Technologies, 2025
Despite the advancements in blockchain and FinTech, more research must be done on the strategies and processes used to develop curricula for advanced professions, particularly in collaboration with industry partners. This study investigates the methods and processes used to develop an online "Blockchain & FinTech" curriculum for…
Descriptors: Artificial Intelligence, Technology Uses in Education, Information Technology, Financial Literacy
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Lavyne L. Rada; Scott W. Smalley – Journal of Agricultural Education, 2025
High-quality professional development programs are important to all agricultural education teachers, regardless of their stage in the teaching profession. The purpose of this study was to evaluate the perception of Minnesota SBAE teachers in the areas of program design and management, leadership, and Supervised Agricultural Experience (SAE)…
Descriptors: Agricultural Education, Teacher Workshops, Faculty Development, Educational Needs
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Frank Wehrmann; Raphael Zender – Journal of Computer Assisted Learning, 2025
Background: The role of virtual reality (VR) in education is increasing, which raises questions about VR learning in multi-user settings. While collaborative VR learning, characterised by shared goals and low division of labour, is well-researched, cooperative VR learning, which emphasises role differentiation and task interdependence, remains…
Descriptors: Cooperative Learning, Computer Simulation, Learning Processes, Individualized Instruction
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Aaron W. Beger; Sarah Hannan; Riya Patel; Eva M. Sweeney – Advances in Physiology Education, 2025
Virtual escape rooms (ERs) require learners to solve puzzles and answer riddles while trying to "escape" a digital room. Although the educational merit of such gamified learning activities continues to be realized, guides on the development of ERs are lacking, as well as student perceptions on how, if, and where they should be integrated…
Descriptors: Anatomy, Computer Simulation, Gamification, Foreign Countries
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Caroline Gilleran Stephens; Sarpong Hammond Antwi; Suzanne Linnane – Discover Education, 2025
Environmental Education (EE) remains marginalised in Irish primary schools despite its formal inclusion in the curriculum. This study investigates the barriers to EE integration and explores how Universal Design for Learning (UDL)-based Science Festival events can support teachers and students in overcoming these challenges. Survey and interview…
Descriptors: Access to Education, Program Design, Environmental Education, Outreach Programs
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Nurettin Güz; Israfil Yücel – International Journal on Social and Education Sciences, 2025
The rapid development following the emergence of web technologies has facilitated users' access to information. The design processes of web platforms are of great importance to ensure that all users can access these platforms. Within this process, it can be said that the use of web accessibility in the field of web technologies has become a key…
Descriptors: Foreign Countries, Access to Internet, Accessibility (for Disabled), Computer System Design
Colin W. Jones; Holley Nichols; Sarah Deal – Belk Center for Community College Leadership and Research, 2025
Effective student onboarding provides a powerful tool for fostering student success, particularly for the diverse community college student population, including adult learners, full-time workers and dually-enrolled students. This brief explores how Catawba Valley Community College (Catawba Valley) redesigned its onboarding process by expanding…
Descriptors: College Freshmen, School Orientation, Community College Students, Program Design
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Tony Cawthon; R. Bradley Johnson; Dena Kniess – Journal of College and University Student Housing, 2025
Creating a sense of community and belonging for students is a desired outcome for residence life staff. This qualitative study explored how campus housing directors defined a sense of belonging and how they implemented curriculum, programs, and services to enhance residents' sense of connection and community. Utilizing semi-structured interviews,…
Descriptors: Sense of Belonging, College Students, College Housing, Administrator Attitudes
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Elina Hannula; Kati Sormunen; Kai Hakkarainen; Tiina Korhonen – Education and Information Technologies, 2025
Transdisciplinary invention projects based on traditional and digital fabrication technologies engage young people in designing and making complex artifacts and constitute a central aspect of future-oriented education. In Finland, comprehensive school students (aged 7-15) from all over the country can practice their inventive skills in the annual…
Descriptors: Student Experience, Student Projects, Intellectual Property, Programming
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E. Helin Yaban; Robert Gaschler – European Journal of Psychology of Education, 2025
Students in distance education face high demands for self-regulation, within which goal focus can play varying roles. The current study examined the (in)congruence between outcome and process-focused goals, and whether the nature and degree of this (in)congruence are associated with academic engagement in distance higher education, considering the…
Descriptors: Learner Engagement, Distance Education, Undergraduate Students, Online Courses
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Aykut Durak; Vahide Bulut – Technology, Knowledge and Learning, 2025
The study uses the partial least squares-structural equation modeling (PLS-SEM) algorithm to predict the factors affecting the programming performance (PPE) (low, high) of the students receiving computer programming education. The participants of the study consist of 763 students who received programming education. In the analysis of the data, the…
Descriptors: Prediction, Low Achievement, High Achievement, Academic Achievement
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Nattapat Suejam; Ian Walkinshaw – rEFLections, 2025
This study compares the self-reported attitudes and beliefs of materials designers at a private English language school in Thailand regarding Global Englishes Language Teaching (GELT) with their practice of materials design for speaking and listening classes. Twenty sets of previously-created English teaching materials were submitted for…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Instructional Materials
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Min Jou; Tzu-Hsuan Kuo; Yu-Chun Chiang; Yungwei Hao; Chun-Chiang Huang – Turkish Online Journal of Educational Technology - TOJET, 2025
This study investigates how generative AI technologies influence pre-service teachers' pedagogical thinking and instructional design practices within a vocational education context. Drawing on a qualitative framework, the research engaged students in a task-based learning environment that integrated tools such as ChatGPT and image generators into…
Descriptors: Artificial Intelligence, Preservice Teacher Education, Preservice Teachers, Pedagogical Content Knowledge
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Kyung H. Lee – English in Texas, 2025
This paper examines how purposeful cross-curricular choices for students, notably Emergent Bilingual students, create a rich learning environment and opportunities for students to thrive. It examines the intersection of U.S. History Studies Since 1877 and American literature, which often converge in Grade 11, and proposes the implementation of the…
Descriptors: Secondary School Students, Bilingual Students, English Learners, Prior Learning
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