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Pavlos Toukiloglou; Stelios Xinogalos – Education and Information Technologies, 2024
Hour of Code is a widely recognized global event that aims to introduce programming to novice users and integrate computer science into education. This paper presents an analysis of the effectiveness of the support system and user interface of Minecraft Adventurer, a serious game designed for the Hour of Code global event. Although previous…
Descriptors: Novices, Programming, Coding, Computer Science Education
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Rachelle Emily Rawlinson; Nicola Whitton – Electronic Journal of e-Learning, 2024
The increasingly neoliberal course of Higher Education is linked to rises in student anxiety around assessment and increased fear of the consequences of failure. Making mistakes is an inevitable part of any learning process (and of life generally) and managing failure in a productive and positive way is crucial for success and wellbeing beyond…
Descriptors: Educational Games, Play, Failure, Learning Processes
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Yunxin Luo – Studies in Higher Education, 2024
International students are fundamental actors in the university's knowledge management process, but little is known about their knowledge activities. The purpose of this study is to understand how the knowledge sharing process in higher education unfolds in the context of international students' perspectives. Based on a qualitative approach, data…
Descriptors: College Students, Foreign Students, Knowledge Management, Learning Strategies
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C. J. Brainerd; M. Chang; D. M. Bialer; X. Liu – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2024
We report the first evidence that the gist mechanism of fuzzy-trace theory and the associative mechanism of activation monitoring theory operate in parallel, in the recall version of the Deese/Roediger/McDermott illusion. In three experiments, we implemented a new methodology that allows their respective empirical indexes, gist strength (GS) and…
Descriptors: Undergraduate Students, Recall (Psychology), Associative Learning, Association (Psychology)
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Haina Wu; Weijiang Gong; Guangyu Yi – Science & Education, 2024
Physical education in colleges plays an increasingly important role in cultivating high-quality innovative talent. The main factors that affect college students' approaches to learning physics remain unknown. This study examined the relationships among college engineering students' epistemic views of physics, conceptions of learning physics, and…
Descriptors: Epistemology, Physics, Engineering Education, Undergraduate Students
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Luecha Ladachart; Visit Radchanet; Wannakorn Phornprasert; Wilawan Phothong – Pedagogies: An International Journal, 2024
Design-based learning (DBL), a pedagogical approach to integrating science, technology, engineering, and mathematics (STEM) education, has been internationally promoted in K-12 curricula. Despite DBL's variations, research has indicated it can facilitate students' content learning. However, it is less clear whether DBL can foster students' STEM…
Descriptors: Design, Concept Formation, Learning Processes, Teaching Methods
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Jahangir Wasim; Moustafa Haj Youssef; Ioannis Christodoulou; Robert Reinhardt – Journal of Management Education, 2024
This research aims to examine the extent to which the way entrepreneurs learn is reflected in entrepreneurship education, highlighting the existing gap between the literature on entrepreneurial learning and the practice of entrepreneurship education. To explore entrepreneurial learning in-depth, we adopted an interpretivist-constructivist approach…
Descriptors: Social Networks, Entrepreneurship, Foreign Countries, Experience
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Chunyun Zhang; Hebo Ma; Chaoran Cui; Yumo Yao; Weiran Xu; Yunfeng Zhang; Yuling Ma – IEEE Transactions on Learning Technologies, 2024
Knowledge tracing (KT) aims to trace students' evolving knowledge states based on their learning sequences. Recently, some deep learning based models have been proposed to incorporate the historical information of individuals to trace students' knowledge states and achieve encouraging progress. However, these works ignore the collaborative…
Descriptors: Supervision, Knowledge Level, Learning Processes, Cooperative Learning
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Dirk Tempelaar; Bart Rienties; Bas Giesbers – International Journal of Educational Technology in Higher Education, 2024
Educational innovations, particularly those in online education and technology-enhanced learning, some accelerated by the recent pandemic, take centre stage in this journal. Examples include the resurgence of the flipped classroom methodology, supported by instructional technology, the utilization of formative assessment with technological…
Descriptors: Learning Analytics, Formative Evaluation, Educational Innovation, Technology Uses in Education
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Yuan Liu; Shuaifei Huang; Weiguo Xu; Zhuang Wang; Dong Ming – npj Science of Learning, 2024
Generalization is central to motor learning. However, few studies are on the learning generalization of BCI-actuated supernumerary robotic finger (BCI-SRF) for human-machine interaction training, and no studies have explored its longitudinal neuroplasticity mechanisms. Here, 20 healthy right-handed participants were recruited and randomly assigned…
Descriptors: Man Machine Systems, Robotics, Brain Hemisphere Functions, Psychomotor Skills
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Muhammad Husein Arafat; Cucuk Wawan Budiyanto; Rosihan Ari Yuana; Kristóf Fenyvesi – International Journal of Education in Mathematics, Science and Technology, 2024
Science, technology, engineering and mathematics (STEM) has become a frequently discussed topic in education in recent years. This study aims to categorize research findings related to Educational Robotics through Integrated STEM Learning towards 21st century skills in 2019-2024. In its review, this study used PRISMA systematic review. Paper…
Descriptors: STEM Education, Robotics, 21st Century Skills, Skill Development
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Qing Archer Zhang – Educational Philosophy and Theory, 2024
This paper seeks to introduce a meaning-making process called 'sensuous abstraction' as one approach to aesthetic experience in line with Dewey's philosophy. Dewey highlights aesthetic experience as the best form of experience that integrates emotional and intellectual qualities to foster deep learning and insights. Building on contemporary…
Descriptors: Learning Processes, Aesthetics, Educational Philosophy, Sensory Experience
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Püren Öncel; Shu Hu; Heather Ness-Maddox; Laura K. Allen; Joseph P. Magliano – Discourse Processes: A Multidisciplinary Journal, 2024
We often talk about our narrative experiences with others. For example, we might talk about the latest TV show or book in a series with friends. How does the media of a narrative (text, picture story) affect how we talk about it? Despite the fact that narratives can be experienced across different media, few studies have addressed the impacts of…
Descriptors: College Students, Picture Books, Printed Materials, Books
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Rhonda Bondie; Elizabeth City – Learning Professional, 2024
New questions and concerns arise every day about the impact of AI in schools, such as how teachers will learn about AI and leverage it in their classrooms, how they can use it to develop their own teaching expertise, and if AI for educators really leads to better teaching and learning. The authors believe that AI can help teachers become more…
Descriptors: Preservice Teacher Education, Artificial Intelligence, Computer Simulation, Microteaching
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Tori K. Flint; Marietta S. Adams – Early Childhood Education Journal, 2024
In order to create and foster learning spaces that build upon children's knowledge and experiences, we must respect and value their ways of knowing and being, including their play. Accordingly, this study highlights the ways that young children (re)imagined spaces, materials, and identities through their digital play in an analog (containing no…
Descriptors: Preschool Children, Play, Imagination, Learning Processes
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