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Thomas Conmy – ProQuest LLC, 2023
The purpose of this meta-analysis was to investigate the effectiveness of the use of games as part of mathematics instruction on academic achievement in grades Kindergarten to 12 in the United States. There were 17 studies selected for investigation published from 2010 to 2023 that focused on game-based learning and mathematics. This meta-analysis…
Descriptors: Meta Analysis, Mathematics Instruction, Game Based Learning, Learning Management Systems
Hana M. Almohamadi – ProQuest LLC, 2023
Students who have problems comprehending textual material tend to experience failing grades, peer rejection, and even social isolation. Furthermore, students with poor reading comprehension demonstrate poor academic performance in all subjects, not due to difficulty in learning specific subject content (i.e., math, history, etc.), but rather their…
Descriptors: Reading Comprehension, English (Second Language), Students with Disabilities, Learning Disabilities
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Ariya Azamatova; Nuraisha Bekeyeva; Kulyay Zhaxylikova; Arailym Sarbassova; Nagima Ilyassova – International Journal of Education in Mathematics, Science and Technology, 2023
The aim of this study is to determine the effect of digital tools and artificial intelligence applications on the achievement, motivation and retention of university students on the basis of project-based teaching approach in foreign language course. Pre-test post-test experimental design with control group was used as the method in the study. A…
Descriptors: Artificial Intelligence, Academic Achievement, Student Motivation, Active Learning
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Zhao, Zigang – International Journal of Disability, Development and Education, 2023
This study aims to investigate the connection between the degree of visual impairment and educational task performance and management in the e-learning environment with an emphasis on writing and visual recognition disorders. The study was conducted in 2019 in Beijing city, Anhui province, Jiangsu province, Guizhou province, Zhejiang province…
Descriptors: Visual Impairments, Sensory Integration, Grade 6, Foreign Countries
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Jada Kohlmeier – Theory and Research in Social Education, 2023
Authentic pedagogy is a complex enterprise for students and teachers. Planning and developing the instructional procedures and scaffolds for student success is daunting. In addition, the teacher implementing the lesson makes dozens of quick decisions as they attend to student thinking and decide how to respond. These spontaneous decisions can have…
Descriptors: Teaching Methods, Social Studies, Active Learning, Thinking Skills
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Kam Hong Shum; Samuel Kai Wah Chu; Cheuk Yu Yeung – Interactive Learning Environments, 2023
This study examines the use of data analytics to evaluate students' behaviours during their participation in an online collaborative learning environment called SkyApp. To visualise the learning traits of engagement, emotion and motivation, students' inputs and activity data were captured and quantified for analysis. Experiments were first carried…
Descriptors: Student Behavior, Online Courses, Cooperative Learning, Computer Software
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Mark Feng Teng; Atsushi Mizumoto – Australian Review of Applied Linguistics, 2023
This study was to assess the spoken vocabulary knowledge and its role in incidental vocabulary learning from captioned television. The participants were a total of 87 minority students learning English as a foreign language in Australia. The breadth of their vocabulary knowledge was measured with a vocabulary size test, while the depth of their…
Descriptors: Incidental Learning, Second Language Learning, Second Language Instruction, Vocabulary Development
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Riya Singhal; Anju Gupta – Journal of Chemical Education, 2023
Since the COVID-19 pandemic, there has been an increase in healthcare and related science majors at the undergraduate level. This presents an opportunity to introduce health science training in middle school science classes to familiarize students to various healthcare-related fields. The pharmaceutical science-based hands-on activities for middle…
Descriptors: Learning Activities, Science Instruction, Family Environment, Pandemics
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Eliza Kitchen – International Journal for Students as Partners, 2023
This case study explores a partnership within an events management topic. Students were encouraged to take ownership over the creation and operation of an event held on the university campus. The topic lecturer provided guidance throughout the process and liaised with the students to define the assessment and the marking rubric for the event…
Descriptors: Undergraduate Students, Program Administration, Program Development, Program Design
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Mayombe, Celestin – International Journal of Lifelong Education, 2020
This article analyses the perceptions of adult learners towards the use of constructivist approach in teaching and learning in non-formal education (NFE) centres of KwaZulu-Natal, South Africa. The analysis is based on five principles of the constructivist theory of learning-interactive learning, collaborative learning, facilitating learning,…
Descriptors: Adult Students, Student Attitudes, Constructivism (Learning), Nonformal Education
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Chase, Catherine C.; Malkiewich, Laura J.; Lee, Alison; Slater, Stefan; Choi, Ahram; Xing, Chenmu – British Journal of Educational Technology, 2021
It is difficult to motivate learners to seek out and persist at challenging learning tasks where failure is likely. However, in game environments, people seem highly motivated to engage with challenges and respond productively to failure. Many typical game features purportedly enhance intrinsic motivation and self-efficacy, which should improve…
Descriptors: Game Based Learning, Educational Games, Learning Processes, Programming
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Callaghan, David; Collins, Helen – Action Learning: Research and Practice, 2021
This paper explores the literature around online and blended learning. The impetus came from a cohort of 60 students being led through their dissertation by an e-learning evangelist. Initially the pedagogy closely followed Salmon's Five Stage Model, Wenger's Community of Practice, and traditional Social Constructivism pedagogies. In hindsight, it…
Descriptors: Experiential Learning, Electronic Learning, Blended Learning, Theses
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Seifert, Tami; Gez, Yoav – International Journal of Game-Based Learning, 2021
The article describes projects that combined experiential learning and gamification with teachers and pupils in junior high school science classes. The pupils planned and designed projects and critiqued the quality of the final products. A field report study model was employed using principles from the world of play in order to better understand…
Descriptors: Learner Engagement, Game Based Learning, Play, Recess Breaks
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Papadopoulos, Ioannis; Tenta, Eirini – International Journal of Game-Based Learning, 2021
Escape room games are a popular recreative activity that recently started gaining popularity as both a means for conducting research studies and a teaching and learning environment. This paper follows a group of 16- to 17-year-old students in an escape room while they encounter logical challenges in order to escape from the room in a limited…
Descriptors: Educational Environment, Game Based Learning, Puzzles, Cooperative Learning
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Oliveira, Wilk; Tenório, Kamilla; Hamari, Juho; Pastushenko, Olena; Isotani, Seiji – Smart Learning Environments, 2021
The flow experience (i.e., challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and "autotelic" experience) is an experience highly related to the learning experience. One of the current challenges is to identify whether…
Descriptors: Prediction, Psychological Patterns, Learning Processes, Student Behavior
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