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John-Paul Riordan; Lynn Revell; Bob Bowie; Sabina Hulbert; Mary Woolley; Caroline Thomas – Pedagogies: An International Journal, 2025
Grouping of people and/or things in school can involve challenging pedagogical problems and is a recurrent issue in research literature. Grouping of pupils sometimes aids learning, but detailed video-based analysis of how teachers (and pupils) group or ungroup (termed '(un)grouping') in classrooms is rare. This multimodal classroom interaction…
Descriptors: Grouping (Instructional Purposes), Video Technology, Program Effectiveness, Interaction
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Lishan Zhang; Lili Liu; Shuwen Wang; Min Xu; Sixv Zhang; Yun Tang – Journal of Computer Assisted Learning, 2025
Background: Collaborative reading can facilitate students' understanding of complex learning materials. High-quality annotations provided by peer learners are essential for successful collaborative reading. However, it remains to be understood how annotation quality affects reading comprehension. Objectives: A simulated collaborative reading…
Descriptors: Educational Quality, Documentation, Reading Processes, Eye Movements
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Serine Torosian; Vanad Mousakhani; Samantha Wehsener; Vineeta Ramnauth; Gabrielle Walcott-Bedeau – Discover Education, 2025
Background: The use of virtual reality (VR) training in high-stakes fields, including medicine, aviation, and the military, prepares individuals for complex scenarios in a safe and controlled setting. VR aligns with dual-code theory, enhancing learning through visual and kinesthetic engagement. This review investigates the application and…
Descriptors: Computer Simulation, Computer Uses in Education, Medical Education, Premedical Students
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Chia-Ju Lin; Hsin-Yu Lee; Wei-Sheng Wang; Yueh-Min Huang; Ting-Ting Wu – Education and Information Technologies, 2025
In STEM hands-on learning activities, collaboration with group members can be a significant motivator for students' engagement. This research is based on the 6E Learning by DeSIGN™ model and explores the impact of incorporating reflective strategies on students' learning performance, motivation, and participation in collaborative STEM learning…
Descriptors: STEM Education, Reflection, Assistive Technology, Recognition (Psychology)
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R. A. Paggi; M. C. Ferrari; M. Cerletti; M. I. Giménez; T. S. Schwarz; A. Marchfelder; R. E. De Castro – Biochemistry and Molecular Biology Education, 2025
Perturbation of gene expression using RNA interference (RNAi) or CRISPR interference (CRISPRi) is a useful strategy to explore the function of essential genes. In the archaeon "Haloferax volcanii," the CRISPR-Cas system has been adapted as a CRISPRi tool to silence the expression of specific genes. We developed a laboratory class (LC) to…
Descriptors: Undergraduate Students, Laboratory Experiments, Science Instruction, Biochemistry
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Chi-Cheng Chang; Yu-Kai Chen – Asia Pacific Journal of Education, 2025
Project-based learning (PjBL) facilitates STEM learning, but the integrity of the project activities is a challenge and the design of integrated STEM courses through PjBL remains unclear. The purpose of this study was to design and evaluate a transdisciplinary STEM course integrated through PjBL in robotics. Participants in the teaching experiment…
Descriptors: Student Projects, Active Learning, STEM Education, Robotics
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Katerina Zacharia; Marientina Gotsis – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2025
This article presents the design, goals, and evaluation of "Enthralled" following the 2022 playtesting in three undergraduate Liberal Arts core courses. "Enthralled" draws on ancient Greek myths and the classical tragedy "Bacchae" by Euripides. As an immersive pedagogical intervention, "Enthralled" promotes…
Descriptors: Undergraduate Study, Educational Games, Classical Literature, Greek Civilization
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Lorien Cafarella; Lucas Vasconcelos – Education and Information Technologies, 2025
Middle school students often enter Computer Science (CS) classes without previous CS or Computational Thinking (CT) instruction. This study evaluated how Code.org's block-based programming curriculum affects middle school students' CT skills and attitudes toward CT and CS. Sixteen students participated in the study. This was a mixed methods action…
Descriptors: Middle School Students, Computation, Thinking Skills, Problem Solving
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Ziya Görkem Celasun; Senem Üstün Kaya – Turkish Online Journal of Educational Technology - TOJET, 2025
Gamification has emerged as a transformative approach in education, integrating game elements such as points, badges, leaderboards, and progress bars with traditional learning to enhance engagement and improve learning outcomes. By leveraging psychological principles of motivation, gamification fosters participation and persistence, making it a…
Descriptors: Gamification, Cognitive Processes, Anxiety, Self Esteem
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John M. Francisco – Journal of Mathematics Teacher Education, 2025
Studies show that supporting argumentation in mathematics classrooms is challenging for teachers. This study reports on the experience of seven elementary and middle-school mathematics teachers in an afterschool classroom-based program where they had the opportunity to facilitate research sessions on students' development of mathematical ideas and…
Descriptors: Mathematics Instruction, Persuasive Discourse, Elementary School Teachers, Middle School Teachers
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Yun Yue; Jeannette Keser; Feng Li; Yishu Liu; Weijuan Yu – British Journal of Educational Technology, 2025
The internationalization of higher education increasingly involves 'Internationalization at a Distance' (IaD), a modality that alters how students engage with learning communities across geographical and cultural divides. Despite its growing prevalence, the complexity of fostering student engagement in transnational settings remains underexplored.…
Descriptors: Cooperative Learning, Communities of Practice, Inquiry, Global Approach
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Khoirudin Asfani; Hsiu-Ling Chen – Education and Information Technologies, 2025
Although the Computer-Supported Collaborative Learning (CSCL) practice has a trend in its application, limited information exists in the literature on CSCL studies with Problem/Project-Based Learning in Computer Education. Therefore, this study reviewed 37 Social Science Citation Indexed (SSCI) articles on Problem/Project-Based CSCL practice in…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Research Methodology, Educational Technology
Brent Allison – Geography Teacher, 2025
Though overshadowed by their Japanese counterpart, Taiwan's and South Korea's comics industries produce illustrated tales that represent and speak back to their host cultures, even when employing common Japanese manga conventions. As Japanese manga is popular with North American youth, Taiwanese and South Korean comics present a potential…
Descriptors: Foreign Countries, Cartoons, Cultural Influences, Cultural Background
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Erdem Kaptan; Recep Cakir – Education and Information Technologies, 2025
In recent years, digital storytelling activities have been used in various disciplines. In this study, it was aimed to determine the effect of digital storytelling on students' digital literacy, 21st century skills, academic success, and retention in the sixth-grade Information Technologies and Software course. In the research, a…
Descriptors: Story Telling, Digital Literacy, 21st Century Skills, Academic Achievement
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Ting-Ting Wu; Edi Sarwono; Yueh-Min Huang – Social Psychology of Education: An International Journal, 2025
Laboratories play a central role in engineering education. Current technology enables virtual experiences that challenge the traditional concept of teaching laboratories for undergraduate engineering students. Integrating technology, such as virtual laboratories, allows students to learn foundational experimental skills; however, it lacks…
Descriptors: Engineering Education, Laboratories, Computer Simulation, Undergraduate Students
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