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Monique de Milander; Elna van der Merwe; Bianca Barnard; Robynne Verster – South African Journal of Childhood Education, 2025
Background: Gross motor difficulties can limit physical activity (PA) participation, contributing to unhealthy body composition. Aim: This study profiled Grade 1 learners' gross motor development, PA and anthropometry and explored relationships between these variables. Setting: A cross-sectional design was followed, including Grade 1 learners (33…
Descriptors: Psychomotor Skills, Body Composition, Physical Activity Level, Motor Development
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Melese Astatke; Cathy Weng; Abebayehu Yohannes – Education and Information Technologies, 2025
With the growing availability of immersive technologies, such as Immersive Virtual Reality (IVR), students are now afforded greater opportunities to explore diverse educational domains, including Science, Technology, Religion, Engineering, Arts, and Mathematics (STREAM). However, there remains a paucity of research investigating the efficacy of…
Descriptors: Technology Uses in Education, STEM Education, Art Education, Creativity
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Peter Paul Canuto; Dorothy Silva – Journal of Baltic Science Education, 2025
Three-dimensional (3D) pens are emerging educational tools that enable users to create tangible, freeform 3D printed models. However, their pedagogical potential in science education remains underexplored. This study examined preservice teachers' experiences using 3D pens to create models for primary biology and chemistry education, focusing on…
Descriptors: Foreign Countries, Preservice Teachers, Education Majors, Science Education
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Haidee Jackson; Kara Rosenblatt – Journal of Computers in Mathematics and Science Teaching, 2025
Virtual reality learning objects are representative of promising immersive, interactive technologies that may have the potential to support increased accessibility to learning. Evaluating the experiences of educators' and students' in using these tools within the educational process is not only critical for ensuring that technology integration is…
Descriptors: STEM Education, Computer Simulation, Teaching Methods, Teacher Attitudes
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Yavuz Dinc; Sarah Malone; Verena Ruf; Steffen Steinert; Stefan Küchemann; Jochen Kuhn – Physical Review Physics Education Research, 2025
Prior research has demonstrated that students' performance on physics test items can be accurately predicted using machine learning algorithms based on their gaze behavior. These gaze data are typically recorded during item completion and capture students' visual attention to both the verbal item stem and accompanying visual representations, such…
Descriptors: Artificial Intelligence, Computer Uses in Education, Eye Movements, Test Items
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Christopher Basgier; Lydia Wilkes – College Composition and Communication, 2025
From an unsettled, ambivalent middle between discourses of generative AI integration and refusal, we offer a critical-ethical stance for AI-engaged writing assignments. We apply a critical thinking framework to these assignments, assert critical AI literacy as a kind of critical thinking, and discuss how critical thinking and critical AI literacy…
Descriptors: Artificial Intelligence, Writing Assignments, Critical Thinking, Digital Literacy
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Finch, Lila; Moreno, Celeste; Shapiro, R. Benjamin – Cognition and Instruction, 2021
Creating learning environments that integrate arts, sciences, and computing in education can improve learning in these disciplines. In particular, transdisciplinary integrations of these disciplines can lead to expansive alterations or dissolutions of epistemological, ideological, and methodological boundaries. We wish to support teachers in the…
Descriptors: Interdisciplinary Approach, Learning Processes, Thinking Skills, Epistemology
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Joshi, Dirgha Raj; Neupane, Umesh; Joshi, Puspa Raj – Mathematics Teaching Research Journal, 2021
Digital pedagogical skills are essential for teachers dedicated to the ethical and effective use of digital resourcesin blended learning, artificial learning, teaching, communication, collaboration, evaluation, and problem-solving in the era of digitalization. A variety of competency frameworks have been developed for teachers and learners by…
Descriptors: Teaching Methods, Digital Literacy, Technological Literacy, Pedagogical Content Knowledge
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Janine J. Darragh; Gina Mikel Petrie; Stan Pichinevskiy – International Journal of Designs for Learning, 2021
Educative Curriculum Materials (ECMs) are teaching materials that have the dual function of providing learning activities to students and providing professional development to the teachers that use them. Answering a call for professional development opportunities, and with input from English teachers in rural Nicaraguan schools, the designers…
Descriptors: Computer Software, Second Language Learning, Second Language Instruction, English (Second Language)
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Vrieler, Tina; Salminen-Karlsson, Minna – ACM Transactions on Computing Education, 2022
The aim of this conceptual article is to provide a framework and a lens for educators in diversifying and making CS education more inclusive. In this article, we conceptualize the notion of computer science capital (CSC), which extends Bourdieu's sociological theory of capital and Archer et al.'s work on "science capital." The CSC…
Descriptors: Sociocultural Patterns, Computer Science Education, Teaching Methods, Inclusion
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de Mooij, Susanne M. M.; Raijmakers, Maartje E. J.; Dumontheil, Iroise; Kirkham, Natasha Z.; van de Maas, Han L. J. – Journal of Computer Assisted Learning, 2021
While response time and accuracy indicate overall performance, their value in uncovering cognitive processes, underlying learning, is limited. A promising online measure, designed to track decision-making, is computer mouse tracking, where mouse attraction towards different locations may reflect the consideration of alternative response options.…
Descriptors: Error Patterns, Identification, Computer Peripherals, Computer Uses in Education
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Pack, Austin; Barrett, Alex – International Journal of Computer-Assisted Language Learning and Teaching, 2021
Virtual reality (VR) has garnered increasing attention as a pedagogical tool for language learning. Yet, despite the many affordances of using virtual reality learning environments (VRLEs), there remains a paucity of research investigating the use of VRLEs for English for academic purposes (EAP). While BALEAP '19 conference presentations related…
Descriptors: Computer Simulation, Simulated Environment, English for Academic Purposes, Second Language Instruction
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Baker, Courtney K.; Galanti, Terrie M.; Morrow-Leong, Kimberly; Kraft, Tammy – Mathematics Teacher: Learning and Teaching PK-12, 2021
The transition to online learning has highlighted the pervasiveness of the digital divide as more than inequitable access to computers and internet (Hohlfeld et al. 2017). Even when students have laptops and physical connectivity, their participation depends on teachers who position them as mathematically competent (Berry 2018; Langer Osuna 2017)…
Descriptors: Mathematics Instruction, Web Based Instruction, Equal Education, Access to Education
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Vahedi, Zahra; Zannella, Lesley; Want, Stephen C. – Active Learning in Higher Education, 2021
Research has frequently found that students use their information and communication technologies--such as smartphones and laptops--for non-academic uses in the classroom. These uses include sending messages as well as checking email and social media accounts. This study aimed to examine students' in-class information and communication technology…
Descriptors: Computer Use, Telecommunications, Handheld Devices, Laptop Computers
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Chen, Ching-Huei; Hung, Hsiu-Ting; Yeh, Hui-Chin – Journal of Computer Assisted Learning, 2021
Learning a foreign language requires interaction with language input while involved in a task. Given that problem-based learning (PBL) offers hands-on application in realistic contexts, and that virtual reality (VR) enables learners to interact with multiple modalities of information, this study examines how the integration of VR technology into…
Descriptors: Problem Based Learning, English for Special Purposes, Second Language Learning, Computer Simulation
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