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Jianqiu Wang; Julamas Jansrisukot; Pattawan Narjaikaew – Higher Education Studies, 2025
This study investigated the effectiveness of an instructional model that integrates project-based learning and WebQuests to enhance Chinese undergraduate engineering students' innovation abilities. The model was implemented in an engineering drawing and CAD course with 38 third-year students over one semester. A one-group repeated-measures design…
Descriptors: Foreign Countries, Undergraduate Students, Engineering Education, Student Projects
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Greet Leysens; Rani Claus; Wim Van Petegem; Nathalie Charlier – International Journal of Assessment Tools in Education, 2025
Video annotation tools can improve assessments by enabling visualization, repeated reviews, and structured feedback, thereby promoting deeper learning. This approach is particularly relevant in health professional education, where acquiring psychomotor skills is essential. No recent reviews have focused specifically on video annotation tools for…
Descriptors: Video Technology, Documentation, Psychomotor Skills, Nursing Education
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Ana Setiyorini; Wenny Artanty Nisman; Mei Neni Sitaresmi – American Journal of Sexuality Education, 2025
Digital games are powerful for health education and can improve health determinants and behaviors, yet limited research focuses on their effectiveness in enhancing adolescent sexual and reproductive health. This review aimed to synthesize the current studies on the effectiveness of digital games for sexual and reproductive health among adolescents…
Descriptors: Video Games, Preadolescents, Adolescents, Program Effectiveness
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Diane Burke; Helen Crompton; Christine Nickel – TechTrends: Linking Research and Practice to Improve Learning, 2025
The use of XR, which encompasses Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) has evolved rapidly in higher education (HE), driven by advancements in technology and the increasing recognition of its potential to enhance learning experiences. This systematic review provides unique findings with an up-to-date examination of…
Descriptors: Computer Simulation, Technology Uses in Education, Higher Education, Educational Research
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Chiu-Jung Chen; Pei-Lin Liu – TechTrends: Linking Research and Practice to Improve Learning, 2025
This study investigates the effects of Virtual Reality (VR) on enhancing English vocabulary acquisition among senior learners, focusing on gender differences and user perceptions. A total of 36 participants (24 females, 12 males) aged 65 and above engaged in a five-week VR-based learning program using the 720° VR Shulin Public Market Guiding…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Instruction
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Kaitlin Gili; Kyle Heuton; Astha Shah; David Hammer; Michael C. Hughes – Physical Review Physics Education Research, 2025
Advances in machine learning (ML) offer new possibilities for science education research. We report on early progress in the design of an ML-based tool to analyze students' mechanistic sensemaking, working from a coding scheme that is aligned with previous work in physics education research (PER) and that is amenable to recently developed ML…
Descriptors: Physics, Science Education, Educational Research, Artificial Intelligence
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Meepung, Tippawan; Pratsri, Sajeewan – International Education Studies, 2022
The objectives of this research were to (1) develop virtual commerce using the design thinking process to promote modern entrepreneurship, (2) carry out a suitability assessment of this process, and (3) evaluate digital entrepreneurship competency (DEC). The research process was therefore divided into 3 phases in accordance with these aims. The…
Descriptors: Entrepreneurship, Business Administration, Design, Thinking Skills
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Glass, Graham – Childhood Education, 2022
Pandemic-related lockdowns and school closures took education into the virtual sphere. Hence, educators of all grades had to adapt to the challenges of remote learning by including digital tools in their teaching strategies. The global pandemic added a mandatory digital layer to the task of motivating students. Education technologies (edtech) and…
Descriptors: Recreational Activities, Leisure Time, Program Design, Educational Experience
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Naylor, Amanda; McGuinn, Nicholas; Shaikh, Ghazal; Varga, Zoltan; Rimmereide, Hege Emma – Cambridge Journal of Education, 2022
Researchers into Literature and Education from Norway, Pakistan and the United Kingdom used William Golding's "Lord of the Flies" to explore the potential of a literary text to encourage intercultural dialogue, employing an innovative teaching method, Google Circles, to provide a platform for asynchronous online discussion among three…
Descriptors: Literature, Cross Cultural Studies, Intercultural Communication, Teaching Methods
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Salame, Youness; Léger, Pierre-Majorique; Charland, Patrick; Merveilleux Du Vignaux, Maÿlis; Durand, Emmanuel; Bouillot, Nicolas; Pardoen, Mylène; Deslandes-Martineau, Marion; Sénécal, Sylvain – Computers in the Schools, 2022
This research reports empirical evidence of the pedagogical benefits of using two interactive types of immersive spherical dome screens (large and small). Results are drawn from an experiment measuring the emotional, cognitive, perceptual/attitudinal states, and learning outcomes of 102 participants divided into control/experimental groups and…
Descriptors: Interaction, Teaching Methods, Educational Technology, Technology Uses in Education
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Soboleva, Elena V.; Zhumakulov, Khurshidzhon K.; Umurkulov, Kayumzhon P.; Ibragimov, Gasanguseyn I.; Kochneva, Lyubov V.; Timofeeva, Maria O. – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The lack of sufficiently developed methodological basis before graduation adversely affects the mathematical competency of future experts that are required by the modern economy. The study aims to investigate the features of the development of a personalized model of teaching mathematics by means of interactive novels to improve the quality of…
Descriptors: Mathematics Instruction, Teaching Methods, Novels, Mathematics Skills
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Fernandes, Clara Eloïse – International Journal of Art & Design Education, 2022
As most GenZ and Millenial students now study at home, young people have shifted their media content consumption, with streaming platforms being among GenZ and Millenials favorites since the first lockdown. Could 'Netflix and chill' be turned into a creative learning activity for design students? As theoretical online learning is often associated…
Descriptors: Design, Teaching Methods, Pandemics, COVID-19
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Alotaibi, Abdullah Nijr; Alzu'bi, Mohammad – Journal of Language and Linguistic Studies, 2022
The study aimed at examining the effect of Paragraph Punch on developing EFL students' writing paragraphs. The participants were eighty English language students of the English Department, Al-Balqa Applied University, who had enrolled in the Writing paragraph course. They were distributed into two assigned sections: the experimental group of (40)…
Descriptors: Computer Assisted Instruction, English (Second Language), Second Language Learning, Second Language Instruction
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Liu, Chengyuan; Cui, Jialin; Shang, Ruixuan; Xiao, Yunkai; Jia, Qinjin; Gehringer, Edward – International Educational Data Mining Society, 2022
An online peer-assessment system typically allows students to give textual feedback to their peers, with the goal of helping the peers improve their work. The amount of help that students receive is highly dependent on the quality of the reviews. Previous studies have investigated using machine learning to detect characteristics of reviews (e.g.,…
Descriptors: Peer Evaluation, Feedback (Response), Computer Mediated Communication, Teaching Methods
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Page, Angela – Online Learning, 2022
It is widely recognised that the development of higher order thinking skills is a fundamental goal of higher education. There are a variety of online tools that assist the development of student higher order thinking. In this paper, a process of scaffolding for the writing of higher-order questions enabled through peer learning activities is…
Descriptors: Thinking Skills, Higher Education, Cooperative Learning, Skill Development
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