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Dalgarno, Barney; Kennedy, Gregor; Bennett, Sue – Educational Media International, 2014
Discovery-based learning designs incorporating active exploration are common within instructional software. However, researchers have highlighted empirical evidence showing that "pure" discovery learning is of limited value and strategies which reduce complexity and provide guidance to learners are important if potential learning…
Descriptors: Discovery Learning, Learning Strategies, Inquiry, Computer Simulation
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Cela-Ranilla, Jose M.; Esteve-Mon, Francesc M.; Esteve-González, Vanessa; Gisbert-Cervera, Merce – Australasian Journal of Educational Technology, 2014
Emerging technologies are providing opportunities for designing new learning environments, especially environments in which students can learn by putting their skills into practice. Knowledge about the development of these experiences needs to be accumulated and processed so that they can be integrated effectively into training programmes. In this…
Descriptors: Educational Environment, Self Management, Teamwork, Marketing
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Thornton, Michael G.; Thornton, Timothy R.; Ernst, Jeremy V.; Clark, Aaron C. – Technology and Engineering Teacher, 2014
Technological advances continue to reshape the skill sets necessary for students to succeed both in the classroom and in the workforce. The ability to communicate information verbally and graphically can be viewed as a necessary skill that should be developed in a secondary technology education curriculum (Silva, 2008). This article outlines a…
Descriptors: Fundamental Concepts, Animation, Technology Education, Secondary School Science
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McBee, Matthew T.; Peters, Scott J.; Waterman, Craig – Gifted Child Quarterly, 2014
Best practice in gifted and talented identification procedures involves making decisions on the basis of multiple measures. However, very little research has investigated the impact of different methods of combining multiple measures. This article examines the consequences of the conjunctive ("and"), disjunctive/complementary…
Descriptors: Best Practices, Ability Identification, Academically Gifted, Correlation
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Kot, Felly Chiteng – Research in Higher Education, 2014
To enhance student success, many colleges and universities have expanded academic support services and programmatic interventions. One popular measure that has been recognized as critical to student success is academic advising. Many institutions have expanded advising by creating centralized units staffed with professional advisors who serve…
Descriptors: College Freshmen, Enrollment, Intervention, Academic Support Services
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Mantiri, Franky – Universal Journal of Educational Research, 2014
This essay explores the use of computer technology and multimedia in students learning. Undoubtedly, the advent of computer technology has changed the way humans learn and do things. Moreover, "Computer has become standard equipment" (Bitter & Pierson, 2002) in everyday life. The ability to process data in a real time has helped…
Descriptors: Technology Uses in Education, Multimedia Materials, Information Technology, Computers
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Whitton, Nicola; Jones, Rosie; Wilson, Scott; Whitton, Peter – Interactive Learning Environments, 2014
Alternate reality games (ARGs) are a relatively new form of collaborative game that make use of both the virtual and real worlds to engage players in a series of challenges within a compelling narrative. The Alternate Reality Games for Orientation, Socialisation and Induction (ARGOSI) project aimed to use this game format to provide an alternative…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Technology Uses in Education
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Howard, Barbara B.; McClannon, Terry W.; Wallace, Paul R. – American Journal of Distance Education, 2014
This project addresses the challenge of preparing educational leaders for future roles in administration in K-12 schools. Through a project-based learning scenario set in a 3-D virtual world, graduate students in school administration and instructional technology worked together in simulated school teams to develop proposals for integrating…
Descriptors: Cooperative Learning, Role Playing, Graduate Students, Instructional Leadership
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Quero, Soledad; Pérez-Ara, M. Ángeles; Bretón-López, Juana; García-Palacios, Azucena; Baños, Rosa M.; Botella, Cristina – British Journal of Guidance & Counselling, 2014
Interoceptive exposure (IE) is a standard component of cognitive-behavioural therapy (CBT) for panic disorder and agoraphobia. The virtual reality (VR) program "Panic-Agoraphobia" has several virtual scenarios designed for applying exposure to agoraphobic situations; it can also simulate physical sensations. This work examines patients'…
Descriptors: Anxiety Disorders, Therapy, Outcomes of Treatment, Prediction
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Henley, Matthew Kenney – Research in Dance Education, 2014
Recent neuroimaging evidence has suggested that expert dancers have stronger activation than novices in areas of parietal cortex while watching dance. The role of parietal cortex in the processing of spatial information could suggest that expert dancers are more attuned than novice dancers to spatial cues while watching dance. Instead of focusing…
Descriptors: Brain Hemisphere Functions, Diagnostic Tests, Dance, Novices
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Prilliman, Stephen G. – Journal of Chemical Education, 2014
The College Board's recently revised curriculum for advanced placement (AP) chemistry places a strong emphasis on conceptual understanding, including representations of particle phenomena. This change in emphasis is informed by years of research showing that students could perform algorithmic calculations but not explain those calculations…
Descriptors: Science Instruction, Secondary School Science, High Schools, College Science
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Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat – Interactive Learning Environments, 2014
This article introduces StoryTech, a smart storytelling toy that offers children a mixed reality environment in which to tell imaginative stories. During usability testing, an empirical study was carried out with 90 child participants. The findings indicated that StoryTech creates a rich storytelling experience, especially for ages five and six.
Descriptors: Story Telling, Toys, Educational Technology, Blended Learning
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Galloway, Katelyn; Anderson, Nadja – American Biology Teacher, 2014
"Cootie Genetics" is a hands-on, inquiry-based activity that enables students to learn the Mendelian laws of inheritance and gain an understanding of genetics principles and terminology. The activity begins with two true-breeding Cooties of the same species that exhibit five observable trait differences. Students observe the retention or…
Descriptors: Genetics, Simulation, Hands on Science, Inquiry
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Levy, Dena; Orr, Susan – Journal of Political Science Education, 2014
The federal budget and the rising national debt are crucial concerns in American politics. Yet, they are issues about which average citizens, and particularly young citizens, are presumed to have limited knowledge and very little to say. They are also topics that are not generally seen as engaging to students in introductory political science…
Descriptors: Federal Government, Budgets, Debt (Financial), Political Science
Sohn, Johannah Eve – ProQuest LLC, 2014
This descriptive case study explores the implementation of a multi-user virtual environment (MUVE) in a Jewish supplemental school setting. The research was conducted to present the recollections and reflections of three constituent populations of a new technology exploring constructivist education in the context of supplemental and online…
Descriptors: Technology Integration, Jews, Religious Education, Virtual Classrooms
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