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Dabbagh, Nada; Blijd, Cecily Williams – Journal of Educational Multimedia and Hypermedia, 2009
This study is a third in a series of studies that examined students' information seeking and problem solving behaviors while interacting with one of two types of web-based representations of an ill-structured instructional design case: hierarchical (tree-like) and heterarchical (network-like). A Java program was used to track students' hypermedia…
Descriptors: Medical Education, Graduate Students, Quasiexperimental Design, Problem Based Learning
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Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games
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Spiegelman, Marsha; Glass, Richard – Journal of Educational Technology Systems, 2009
Gaming and social networking define the millennial student. This research focuses on an evolving collaboration between 2 faculty members of different disciplines who merged Web 2.0 and game scenarios to infuse research techniques as integral components of math/computer science courses. Blogs and wikis facilitated student-faculty interaction beyond…
Descriptors: Research Skills, College Faculty, College Students, Mathematics Instruction
King, Kathleen P., Ed.; Cox, Thomas D., Ed. – IAP - Information Age Publishing, Inc., 2010
This book is provided as a guide, encouragement and handbook for faculty to introduce digital media in language they can understand and provide strategies and activities they can quickly assimilate into their teaching. The authors are excited that more people will be able to benefit from the powerful help and guidance contained in this book. This…
Descriptors: Video Technology, Paleontology, Adult Learning, Educational Technology
Herczog, Michelle M.; Porter, Priscilla – Center for Civic Education, 2010
The democratic aim of American education is to provide "all" students with the knowledge, skills, and dispositions to become informed, effective, and responsible citizens. Like civic education itself, literacy education can be embraced by all teachers across all disciplines. There are strategies that all teachers can use to help address…
Descriptors: Reading Difficulties, Reading Processes, Vocabulary Development, Reading Strategies
Herczog, Michelle M.; Porter, Priscilla – Center for Civic Education, 2010
The democratic aim of American education is to provide "all" students with the knowledge, skills, and dispositions to become informed, effective, and responsible citizens. Like civic education itself, literacy education can be embraced by all teachers across all disciplines. There are strategies that all teachers can use to help address…
Descriptors: Reading Difficulties, Reading Processes, Vocabulary Development, Reading Strategies
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Tichon, Jennifer G.; Wallis, Guy M. – Behaviour & Information Technology, 2010
Through repeated practice under conditions similar to those in real-world settings, simulator training prepares an individual to maintain effective performance under stressful work conditions. Interfaces offering high fidelity and immersion can more closely reproduce real-world experiences and are generally believed to result in better learning…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Computer Assisted Instruction
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Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano – Simulation & Gaming, 2010
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Descriptors: Obesity, Health Behavior, Behavior Modification, Behavior Change
Kim, Sung-Ho – 1992
There has been increasing attention to the fine structure of abilities underlying task performance (E. H. Haertel and D. E. Wiley). One of the most useful approaches for this is by use of graphical models to represent relationships among abilities and test items. Building a large graphical model is always an issue. Restrictions upon experiments…
Descriptors: Ability, Data Collection, Equations (Mathematics), Performance
Fan, Xitao; Wang, Lin – 1995
The jackknife and bootstrap methods are becoming more popular in research. Although the two approaches have similar goals and employ similar strategies, information is lacking with regard to the comparability of their results. This study systematically investigated the issue for a canonical correlation analysis, using data from four random samples…
Descriptors: Comparative Analysis, Correlation, Monte Carlo Methods, Sample Size
Nandakumar, Ratna – 1995
A modification of the SIBTEST procedure to assess differential item functioning (DIF) for two-dimensional test data (i.e., data for tests where two intended abilities are tapped by test items) is described. A small simulation study is carried out to assess the performance of the modified SIBTEST to detect DIF in such two-dimensional data. The…
Descriptors: Ability, Identification, Item Bias, Power (Statistics)
Grube, Karl W. – 1994
The Grube Method of Instruction is a teaching and learning system for the acquisition and reinforcement of essential learned skills necessary for school success. The system consists of an illustrated book of useful information, a deck of standard playing cards, and an educationally designed gameboard. It is appropriate for students aged three…
Descriptors: Childrens Games, Elementary Education, Games, Play
Grube, Karl W. – 1994
This paper describes how to create a deck of 56 playing cards using historical or educational facts in place of the numbers on the playing cards. Card data also deal with various games and activities to address interest and learning styles. (EH)
Descriptors: Childrens Games, Elementary Education, Games, Play
Beasley, T. Mark – 1996
Robustness and power of parametric, semi-parametric, and nonparametric tests of between-group discordance were compared in this simulation study. The empirical Type I error rates and power of nine tests were compared. When data were sampled from the any differences especially favor young women in single-sex Catholic secondary schools, and whether…
Descriptors: Comparative Analysis, Group Membership, Nonparametric Statistics, Robustness (Statistics)
Jiang, Hai; Tang, K. Linda – 1998
This discussion of new methods for calibrating item response theory (IRT) models looks into new optimization procedures, such as the Genetic Algorithm (GA) to improve on the use of the Newton-Raphson procedure. The advantages of using a global optimization procedure like GA is that this kind of procedure is not easily affected by local optima and…
Descriptors: Algorithms, Item Response Theory, Mathematical Models, Simulation
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