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Kadan, Ömer Faruk – Participatory Educational Research, 2021
The aim of the current study was to examine the effects of creative drama method on the 7th graders' achievement and motivation towards English language course. The study was in quasi-experimental pattern model with pretest and posttest control group. It was conducted with seventy 7th grade students, 36 of whom were assigned as the experimental…
Descriptors: Dramatics, Academic Achievement, Student Motivation, Grade 7
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Kumas, Özlem Altindag – Anatolian Journal of Education, 2021
The purpose of this study is to improve the early literacy skills of children from the low socioeconomic level by having them interact with environmental print. Based on the objectives, the study adopted a quasi-experimental research model. The study group comprised children, who attend kindergartens that are affiliated to the Turkey-Ministry of…
Descriptors: Intervention, Emergent Literacy, Preschool Children, At Risk Students
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Eutsler, Lauren; Long, Christopher S. – Educational Technology & Society, 2021
To improve understanding of preservice teacher acceptance and integration of virtual reality into science,?this study examined?individual?concerns to integrate?virtual reality into science instruction before and after a hands on intervention with virtual reality. Framed by the?Concerns-Based Adoption Model?using a mixed-method design, preservice…
Descriptors: Preservice Teachers, Computer Simulation, Science Instruction, Technology Integration
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Deringol, Yasemin; Zengin, Ayse Nihan; Ozturk, Sibel – International Online Journal of Primary Education, 2021
The aim of this research was to examine the effects of mathematics activities prepared by using Jigsaw II technique on fourth grade students. A mixed design was used, consisting of a combination of pre-test post-test without control group a Quasi-experimental design and qualitative data. The research's study group consisted of 21 fourth-grade…
Descriptors: Teaching Methods, Student Attitudes, Mathematics Instruction, Constructivism (Learning)
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Akhtar, Muhammad; Khan, Hafiz Muhammad Ather; Muhammad, Sher – Pakistan Journal of Distance and Online Learning, 2021
The objectives of this study were to literate the workshop workers through the literacy project "Workshop Workers' Literacy School", and find out the appropriate teaching strategy to literate the workshop workers via workshop workers' literacy school. All the illiterate WWs of Bahawalpur city were the target population. A sample of 60…
Descriptors: Informal Education, Literacy Education, Teaching Methods, Illiteracy
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Byram, Jamie Lynn; Grable, John; White, Kenneth J.; Thomas, Michael; Watkins, Kimberly – Journal of Extension, 2021
The purpose of this paper is to present a profile of middle-school-age youth who participated in a weeklong experiential residential camp focused on helping campers learn about and interact with money, personal finance topics, and mainstream financial service providers. Based on pre- and post-test data, it was determined an experiential real-world…
Descriptors: Money Management, Middle School Students, Profiles, Camps
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Walker, John P.; Rocconi, Louis M. – Research & Practice in Assessment, 2021
Kolb's experiential learning cycle theorizes the process of learning through a hands-on experience. Although the Association of American Colleges and Universities (AAC&U) Valid Assessment of Learning in Undergraduate Education (VALUE) rubrics provide a direct measure of the qualities of this learning cycle, few indirect measures have been…
Descriptors: Experiential Learning, Student Surveys, Student Evaluation, Scoring Rubrics
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Xiaohan Ma – Language Testing in Asia, 2024
This research explores the use of the Quizlet application in teaching Chinese as a foreign language, employing a mixed methods approach. The participants of this study were 60 international students who majored in Chinese at a university in China. The students were divided into two groups and received instruction through traditional teaching…
Descriptors: Language Skills, Learner Engagement, Influence of Technology, Tests
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Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
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Chak-Him Fung; Kin-Keung Poon; Michael Besser; Ming-Chung Fung – Journal of Computer Assisted Learning, 2024
Background Study: The effects of the flipped classroom (FC) on students' academic performance remain ambiguous, and the use of pre-class videos may be one of the main factors hindering students' progress. A software package called GeoGebra has been proposed as a substitute for pre-class videos to aid students' learning. Objective: This study…
Descriptors: Flipped Classroom, Computer Software, Academic Achievement, Geometry
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Tasya Umi Pertiwi; Dwi Oetomo; Bowo Sugiharto – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
This study aimed to determine the difference in environmental literacy skills between the Project-Based Learning (PjBL) learning model and STEM-based PjBL. This research is quantitative research with a quasi-experimental method. The research design used is a non-equivalent pretest-posttest control group design. The dependent variable in this study…
Descriptors: STEM Education, Active Learning, Student Projects, Environmental Education
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Halil Tas; Muhammet Baki Minaz – SAGE Open, 2024
Today, individuals should adapt themselves to the rapidly changing and developing information age and have learning skills. It is only possible by adopting new approaches and strategies instead of traditional teaching methods and techniques. Different learning and teaching approaches are characterized by various methods and designs, such as…
Descriptors: Social Studies, Learning Modalities, Learning Activities, Academic Achievement
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Mariia I. Dovha; Pavlo D. Antonenko; Yevhenii B. Shapovalov; Daniil S. Lytovchenko; Maksym S. Halchenko – International Journal of Technology and Design Education, 2024
In this study, we designed and evaluated the effectiveness of a new course aimed at developing creativity as the cornerstone of technology and design education. This 14-hour synchronous online course was offered to secondary school students in the online format by the Open Educational Laboratory by the National Center of the Junior Academy of…
Descriptors: Curriculum Development, Curriculum Evaluation, Pilot Projects, Instructional Effectiveness
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Joel Weijia Lai; Wei Qiu; Maung Thway; Lei Zhang; Nurabidah Binti Jamil; Chit Lin Su; Samuel S. H. Ng; Fun Siong Lim – Journal of Learning Analytics, 2025
The growing use of generative AI (GenAI) has sparked discussions regarding integrating these tools into educational settings to enrich the learning experience of teachers and students. Self-regulated learning (SRL) research is pivotal in addressing this inquiry. One prevalent manifestation of GenAI is the large-language model (LLM) chatbot,…
Descriptors: Artificial Intelligence, Computer Software, Learning Analytics, Introductory Courses
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Lin, Yu-Ju; Wang, Hung-chun – Innovation in Language Learning and Teaching, 2023
This study was conducted to explore the effects of an augmented-reality (AR) creative project on English L2 learners' perceptions of creativity, as well as to investigate how to stimulate students' learning motivation. The AR project was developed and integrated into the course syllabus of a university English class, and 39 Taiwanese freshmen…
Descriptors: Computer Simulation, English (Second Language), Second Language Learning, College Students
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