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Kari Johnson Cook – ProQuest LLC, 2022
Gamification and game-based learning have been used in the educational setting as an active learning strategy to increase student engagement. This study investigated the extent of the effect of gamification and game-based learning on student engagement of online Allied Health students in the Cultural and Ethical Influences course at Northwestern…
Descriptors: College Students, Gamification, Learner Engagement, Student Attitudes
Javarius J. D. Fields – ProQuest LLC, 2022
The learning environment in K-12 education has been a topic in education for many years, especially in the United States. The problem that was addressed in this mixed methods study is that students' standardized test scores may be affected by the learning environment--whether a traditional classroom or a virtual setting. The purpose of this…
Descriptors: Social Studies, Scores, Electronic Learning, In Person Learning
Shin Woong Rhee – ProQuest LLC, 2022
The purpose of this project is to change the elderly's perception of Somang School through lifelong education. The role of the elderly in an aging church is more important than ever. The church should help them play a pivotal role in the church, Eight participants participated in this project in 12 sessions at Somang School belonging to Somang…
Descriptors: Churches, Lifelong Learning, Church Role, Older Adults
Francine Bard Fabricant – ProQuest LLC, 2022
This exploratory case study examined how and if career counselors learned about the impact of automation and artificial intelligence (AI) on occupations, including which actions, activities, and conditions helped or hindered their learning, and what impact this learning had on their professional practice. The data included questionnaires and…
Descriptors: Career Counseling, Counselors, Automation, Artificial Intelligence
Simona Pesaresi – ProQuest LLC, 2022
Essential to a flourishing society in a changing environment, knowledge creation has become pervasive across social sectors. Creative work with knowledge and ideas requires dynamic forms of collaboration in which individuals adapt goals as new advances and problems emerge. To prepare students for creative knowledge work, new classroom designs…
Descriptors: Classroom Communication, Inquiry, Active Learning, Cooperative Learning
Ji-Eun Lee; Caroline Byrd Hornburg; Jenny Yun-Chen Chan; Erin Ottmar – Grantee Submission, 2022
This study investigated the effects of (1) proximal grouping of numbers; (2) problem-solving goals to make 100; and (3) prior knowledge on students' initial solution strategies in an interactive online mathematics game. In this game, students transformed an initial expression into a perceptually different but mathematically equivalent goal state.…
Descriptors: Problem Solving, Electronic Learning, Mathematics Activities, Game Based Learning
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Ji-Eun Lee; Caroline Byrd Hornburg; Jenny Yun-Chen Chan; Erin Ottmar – Journal of Numerical Cognition, 2022
This study investigated the effects of: (1) proximal grouping of numbers; (2) problem-solving goals to make 100; and (3) prior knowledge on students' initial solution strategies in an interactive online mathematics game. In this game, students transformed an initial expression into a perceptually different but mathematically equivalent goal state.…
Descriptors: Problem Solving, Electronic Learning, Mathematics Activities, Game Based Learning
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Aakriti Kumar; Aaron S. Benjamin; Andrew Heathcote; Mark Steyvers – npj Science of Learning, 2022
Practice in real-world settings exhibits many idiosyncrasies of scheduling and duration that can only be roughly approximated by laboratory research. Here we investigate 39,157 individuals' performance on two cognitive games on the Lumosity platform over a span of 5 years. The large-scale nature of the data allows us to observe highly varied…
Descriptors: Comparative Analysis, Computational Linguistics, Learning Processes, Computer Games
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LaTourrette, Alexander; Waxman, Sandra R. – Child Development, 2022
Abstract Labeling promotes infants' object categorization even when labels are rare. By 2 years, infants engage in "semi-supervised learning" (SSL), integrating labeled and unlabeled exemplars to learn categories. However, everyday learning contexts pose substantial challenges for infants' SSL. Here, two studies (n = 74, 51% female, 62%…
Descriptors: Infants, Classification, Learning Strategies
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Shroff, Ronnie H.; Ting, Fridolin S. T.; Lam, Wai Hung; Cecot, Tomasz; Yang, Jian; Chan, Lap Ki – International Journal of Educational Methodology, 2021
This study describes the development and validation of a psychometrically-sound instrument, the Active Learning Strategies Inventory (ALSI), designed to measure learners' perceptions of their active learning strategies within an active learning context. Active learning encompasses a broad range of pedagogical practices and instructional methods…
Descriptors: Foreign Countries, Test Construction, Construct Validity, Test Reliability
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Osler, James Edward, II – Journal of Educational Technology, 2021
This paper provides a novel instructional methodology that is designed to conceptually address the four main challenges faced by 21st century students, who must learn in a multitude of educational settings (face to face, hybrid and online). The online learning neuroscience supported instructional methodology detailed in this article also provides…
Descriptors: Electronic Learning, Engineering, Instructional Innovation, Blended Learning
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Algurén, Beatrix – Discourse and Communication for Sustainable Education, 2021
Sustainable development and transformational change have become more critical than ever in the era of climate change. The aim of this literature review was to increase knowledge on education and learning activities (ELAs), along with the learning outcomes they address, in the context of higher education for sustainable development (SD) with…
Descriptors: Sustainable Development, Climate, Learning Activities, Behavior Change
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Hadjikou, Chryso – Music Education Research, 2021
Experiential learning is one of the main characteristics found in the new Cypriot curriculum. The aim of this paper is to investigate teachers' implementation of experiential learning in their music classrooms and their students' perceptions of the new Cypriot music curriculum in relation to experiential learning. Interviews with eight music…
Descriptors: Experiential Learning, Teaching Methods, Music Education, Teacher Attitudes
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Valle, Natercia; Antonenko, Pavlo; Valle, Denis; Sommer, Max; Huggins-Manley, Anne Corinne; Dawson, Kara; Kim, Dongho; Baiser, Benjamin – Educational Technology Research and Development, 2021
Based on the achievement goal theory, this experimental study explored the influence of predictive and descriptive learning analytics dashboards on graduate students' motivation and statistics anxiety in an online graduate-level statistics course. Participants were randomly assigned into one of three groups: (1) predictive dashboard; (2)…
Descriptors: Online Courses, Graduate Students, Statistics Education, Anxiety
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Munawaroh; Setyani, Nanik Sri; Susilowati, Lina; Sholihah, Qomariyatus; Lenggono, Kumoro Asto – Eurasian Journal of Educational Research, 2021
Purpose: The acceleration of the transformation of education and learning technology due to the COVID-19 pandemic has spawned various online learning program platforms to support and maintain the quality of graduates. The limitation of face-to-face meetings (offline) encourages many parties to develop models and applications of effective and…
Descriptors: Electronic Learning, Problem Based Learning, COVID-19, Pandemics
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