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Wang, Liang-Hui; Chen, Bing; Hwang, Gwo-Jen; Guan, Jue-Qi; Wang, Yun-Qing – International Journal of STEM Education, 2022
Many researchers have explored the impact of digital games on learning effects in different STEM subjects. The purpose of this meta-analysis is to examine the effect of digital game-based STEM education on the learning achievement of K-12 or higher education students. The analysis results of effect sizes from 33 studies (N = 3894) published from…
Descriptors: STEM Education, Computer Games, Elementary School Students, Secondary School Students
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Martiniuk, Alexandra; Challinor, Julia; Arora, Ramandeep S.; Handayani, Sri Andini; Lam, Catherine – Health Education, 2022
Purpose: Globally, cancer represents an increasing proportion of child mortality as progress against infectious causes is made. Approximately 400,000 children will develop cancer, each year, around the world. Only about half of these cancers will ever be diagnosed. In high-resource settings, 80% of children will survive, but only about 30% will…
Descriptors: Health Education, Cancer, Oncology, Pediatrics
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Zengin, Yilmaz – Education and Information Technologies, 2022
The study focused on how university students constructed proof of the Fundamental Theorem of Calculus (FTC) starting from their argumentations with dynamic mathematics software in collaborative technology-enhanced learning environment. The participants of the study were 36 university students. The data consisted of participants' written…
Descriptors: Mathematics Instruction, Mathematical Logic, Validity, College Students
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Papadakis, Stamatios; Alexandraki, Foteini; Zaranis, Nikolaos – Education and Information Technologies, 2022
In the last decade, interactive touchscreen devices have become ubiquitous in young children, and toddlers first experience touchscreen technology before two. Although parents have a vital role in developing the home environment as a stimulus for development, they also have conflicting views on the appropriateness of using apps to deliver…
Descriptors: Telecommunications, Handheld Devices, Kindergarten, Parent Role
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Lemmo, Alice; Maffia, Andrea – European Journal of Science and Mathematics Education, 2022
There is not a large body of literature about digital resources found and accessed autonomously by high school students while studying mathematics, whereas this topic has become more and more relevant in times of lockdown due to the pandemic. Italy has been one of the first countries facing lockdown for an extended time, making this country a…
Descriptors: High School Students, Educational Technology, Technology Uses in Education, COVID-19
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Madamanchi, Aasakiran; Thomas, Madison; Magana, Alejandra; Heiland, Randy; Macklin, Paul – PRIMUS, 2022
There is growing awareness of the need for mathematics and computing to quantitatively understand the complex dynamics and feedbacks in the life sciences. Although several institutions and research groups are conducting pioneering multidisciplinary research, communication and education across fields remain a bottleneck. The opportunity is ripe for…
Descriptors: Mathematics Instruction, Biological Sciences, Interdisciplinary Approach, Computation
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Roemintoyo, Roemintoyo; Miyono, Noor; Murniati, Ngurah Ayu Nyoman; Budiarto, Mochamad Kamil – Cypriot Journal of Educational Sciences, 2022
ICT-based learning media innovation is very relevant to support the learning process. Therefore, this study aims to develop interactive multimedia products that are suitable for use in learning activities. The method in this research is research and development (R&D) which adopts the ADDIE (Analysis, Design, Development, Implementation,…
Descriptors: Entrepreneurship, Educational Technology, Technology Uses in Education, Multimedia Materials
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Pearson, Heather Ann; Dubé, Adam Kenneth – Education and Information Technologies, 2022
3D printing is an emerging educational technology that is said to prepare learners for a more technologically designed world. In this review, 3D printing studies are analyzed to identify the dominant theoretical approaches and learning outcomes associated with 3D printing in education. Five theories are identified, including situated learning…
Descriptors: Computer Peripherals, Printing, Educational Technology, Situated Learning
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Logemann, Minna; Aritz, Jolanta; Cardon, Peter; Swartz, Stephanie; Elhaddaoui, Terri; Getchell, Kristen; Fleischmann, Carolin; Helens-Hart, Rose; Li, Xiaoli; Palmer-Silveira, Juan Carlos; Ruiz-Garrido, Miguel; Springer, Scott; Stapp, James – British Journal of Educational Technology, 2022
The annual instructional virtual team Project X brings together professors and students from across the globe to engage in client projects. The 2020 project was challenged by the global disruption of the COVID-19 pandemic. This paper draws on a quantitative dataset from a post-project survey among 500 participating students and a qualitative…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
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Eck, Lindsay B.; Whitley, Samuel F. – Journal of Educational Technology Systems, 2022
Parent involvement is a reverently studied, crucial concept that impacts overall student achievement. An educational technology tool, involvED, was developed by a School Psychologist and Licensed Clinical Social Worker using principles of behavioral change research and grounded in family systems theory. Incorporating a scientific approach for…
Descriptors: Family School Relationship, Parent Participation, Educational Technology, Technology Uses in Education
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Fadda, Daniela; Pellegrini, Marta; Vivanet, Giuliano; Zandonella Callegher, Claudio – Journal of Computer Assisted Learning, 2022
Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contrast the general decrement in student motivation in…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Student Motivation
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Jayalath, Janaka; Esichaikul, Vatcharaporn – Technology, Knowledge and Learning, 2022
Delivery of blended-mode eLearning programs is challenging due to a range of factors, including motivational and engagement issues. This is more challenging in the context of Technical and Vocational Education and Training (TVET), which aims to develop competencies to empower learner to find gainful employment. This study proposes an operational…
Descriptors: Blended Learning, Educational Technology, Electronic Learning, Vocational Education
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Jahnke, Isa; Meinke-Kroll, Michele; Todd, Michelle; Nolte, Alexander – Technology, Knowledge and Learning, 2022
Active learning strategies increase student engagement and performances, however, there is student resistance toward such instructional interventions. To overcome student resistance groupwork can be useful. In addition, digital technology can be used to re-design courses to add active learning techniques and support learning "with" and…
Descriptors: Active Learning, Computer Uses in Education, Educational Technology, College Students
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Tawfik, Andrew A.; Gatewood, Jessica; Gish-Lieberman, Jaclyn J.; Hampton, Andrew J. – Technology, Knowledge and Learning, 2022
Various theories and models have implicitly discussed the role of interaction when using learning technologies. Indeed, interaction is described as being important as it relates to technology adoption, cognitive load, and usability. While each of these perspectives describe elements of interaction, they fail to comprehensively detail how educators…
Descriptors: Definitions, Learning Experience, Interaction, Usability
Kantorski, Brinley – ProQuest LLC, 2022
Digital educational games have been a part of the educational landscape since the early 1970s. Since then, there has been a proliferation in the quantity, format, type, and quality of digital educational games available to classroom teachers. Despite this, the body of literature surrounding the effectiveness of these digital educational games…
Descriptors: Computer Games, Educational Technology, Video Games, Program Effectiveness
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