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Philip, Thomas M.; Sengupta, Pratim – Journal of the Learning Sciences, 2021
Background: We outline a case for how the Learning Sciences is at a powerful inflection point where the "real world" needs to be seen as comprised of the political entities and processes in which learning happens. We seek to sharpen the principle that learning is political by elucidating historical and contemporary processes of European…
Descriptors: Learning Theories, Computer Science Education, Foreign Policy, Foreign Countries
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Salimpour, Saeed; Fitzgerald, Michael T.; Tytler, Russell; Eriksson, Urban – Journal of Science Education and Technology, 2021
The changing landscape of science and science education has provided an impetus to re-imagine how science can be taught in schools. The dawn of the Big Data era, especially in astronomy, and the notion of "Science as Practice" are some of the developments driving this need for a re-imagination of science education. This current work…
Descriptors: Web Based Instruction, Computer Interfaces, Design, Science Education
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Godwin, Karrie E.; Seltman, Howard; Almeda, Ma; Davis Skerbetz, Mandi; Kai, Shimin; Baker, Ryan S.; Fisher, Anna V. – Educational Psychology, 2021
According to the time on-task hypothesis, the amount of time an individual devotes to an instructional task determines the extent to which learning occurs. Therefore, time off-task hampers learning by limiting learning opportunities. Prior research has generally found a positive relationship between time on-task and achievement; however, the…
Descriptors: Time on Task, Attention, Task Analysis, Correlation
Anjelica B. Hart – ProQuest LLC, 2021
This qualitative research study explored the procedures and instructional practices of implementing game-based learning within a course and/or curriculum in higher education. Game-based learning is structured to integrate gameplay into a subject matter to increase a student's ability to acquire and apply knowledge to the real world. Furthermore,…
Descriptors: College Students, Game Based Learning, Educational Games, Learner Engagement
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Dave Arthur R. Robledo; Socorro E. Aguja; Maricar S. Prudente – Turkish Online Journal of Distance Education, 2024
Classifying, naming, and identifying insects have been complicated topics among science teachers and students. This problem is due to the highly technical collection protocols, safekeeping procedures, the unavailability of appropriate learning resources, and the closure of school laboratories and facilities due to the COVID-19 pandemic. Using the…
Descriptors: Biology, Science Experiments, Taxonomy, Entomology
Anna Zarkh – ProQuest LLC, 2024
The dominant image of mathematics as an abstract, universal, disinterested, and pure body of knowledge both misrepresents disciplinary practice and alienates many students. Undergraduate proof-based courses such as real analysis, which are supposed to introduce students to contemporary academic mathematics, often contribute to such idealized…
Descriptors: Language Attitudes, Undergraduate Students, Validity, Mathematical Logic
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Kok-Sing Tang; Felicity McLure; John Williams; Catherine Donnelly – Australian Educational Researcher, 2024
Research in STEM education has focussed on integrated STEM projects that combine knowledge and skills across science, technology, engineering, and mathematics. These integrated STEM projects are typically designed by teachers or researchers addressing a limited range of topics that do not always cater well to the diversity of interest among…
Descriptors: STEM Education, High School Students, Grade 10, Grade 9
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Ronghuai Huang, Editor; Dejian Liu, Editor; Michael Agyemang Adarkwah, Editor; Huanhuan Wang, Editor; Boulus Shehata, Editor – Lecture Notes in Educational Technology, 2024
This book identifies the educational problems and issues that could be solved by design and discusses how to overcome these challenges by adopting a design thinking approach. The chapters cover topics such as opportunities and challenges for the futures of education, the emerging models of design thinking for education, learning activity design,…
Descriptors: Educational Trends, Futures (of Society), Design, Best Practices
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Gonzalo Alfonso Beltrán Alvarado; Adriana Patricia Huertas Bustos – Electronic Journal of e-Learning, 2024
The main objective of this study was the design and validation of a mobile learning environment (ML) based on Augmented Reality (AR) visualization with the purpose of developing skilled trades in the field of carpentry in indigenous populations. A pedagogical model focused on lifelong learning was used, in order to promote the acquisition of…
Descriptors: Indigenous Populations, Physical Environment, Simulated Environment, Synthesis
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Yi-Mei Chen – Asia-Pacific Education Researcher, 2025
The current study investigates how second language (L2) learners' metacognition integrates practice strategies in self-regulated learning to develop speaking abilities. A Metacognitive Practice Speaking Strategy (MPSS) model was developed to explore specific configurations of metacognitive knowledge, metacognitive strategies, and practice…
Descriptors: Teaching Methods, Learning Processes, Metacognition, Second Language Instruction
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Yanko Ordóñez Ontiveros; Julián Roa González; José Luis Díaz Palencia – Journal of Education and Learning (EduLearn), 2025
This discussion explored the integration of creative thinking pedagogy and the anthropological theory of didactics in university-level algebra education, emphasizing the importance of understanding the perspectives of both learners and teachers. The work began by highlighting the necessity of considering these viewpoints to create effective and…
Descriptors: College Faculty, College Students, Mathematics Activities, Mathematics Curriculum
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Hwang, Wu-Yuin; Hariyanti, Uun; Chen, Nian-Shing; Purba, Siska Wati Dewi – Interactive Learning Environments, 2023
The purpose of this study is to develop and validate an authentic contextual learning framework with six constructs to model the relationships among essential factors of authentic contextual learning. In particular, this framework explores the relationships across six constructs, i.e. learning by applying, healthy learning, collaborative learning,…
Descriptors: Authentic Learning, Models, Experiential Learning, Cooperative Learning
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Kearney, Matthew; Young, Kirsty; Burke, Paul F. – Journal of Special Education Technology, 2023
The aim of this study is to understand how mobile devices are being used to support students' learning (i.e., mobile learning) in specialist schools, and in specialist support units within mainstream schools. A validated survey instrument is used to examine these practices through the lens of a sociocultural digital framework that highlights…
Descriptors: Special Education Teachers, Telecommunications, Handheld Devices, Educational Technology
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Rekalde-Rodríguez, Itziar; Gil-Molina, Pilar; Cruz Iglesias, Esther – International Journal of Sustainability in Higher Education, 2023
Purpose: The purpose of this paper is to examine the design of choreographies or learning environments which the students participating in "Ocean i"[superscript 3] pass through during their participation in the project, which requires constant review and interpretation, in times of COVID-19. To this end, it is proposed to: define the…
Descriptors: Instructional Design, Electronic Learning, Educational Development, Sustainable Development
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Govender, Davina; Pillay, Tarryn; Maci, Nandipha; Vilakazi, Nokukhanya; Mthethwa, Snenkosi; Mansoor, Umar; Manquzi, Zweli; van Staden, Diane – Transformation in Higher Education, 2023
Optometry education, like other health professions, has historically been conducted via contact teaching and learning in classrooms, clinics and laboratories. In 2020, COVID-19 imposed an abrupt move to online learning for higher education institutions. This was performed with little insight into the feasibility and readiness for its adoption…
Descriptors: Optometry, Allied Health Occupations Education, COVID-19, Pandemics
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