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Yükseltürk, Erman; Altiok, Serhat; Baser, Zeynep – Educational Technology & Society, 2018
The present study investigates the effects of game-based language learning with Kinect technology on students' self-efficacy beliefs and attitudes toward English. The study was conducted at a state university located in Central Turkey. Foreign language education is promoted in Turkey, yet because of several factors, among which weekly hours of…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Educational Games
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Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung – Journal of Educational Multimedia and Hypermedia, 2018
The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…
Descriptors: Adolescents, Knowledge Level, Student Attitudes, Money Management
Swanson, Kelly Willard – ProQuest LLC, 2018
Traditional teacher education programs focus on pedagogy and, to a lesser extent, assessments of knowledge (Siedlecki, 2012). Pedagogy and assessments should be fundamental components of any secondary teacher's curriculum planning (Knight, Shum, & Littleton, 2014). This study sought to consider the possible effects of three pedagogical…
Descriptors: Testing, Teaching Methods, Direct Instruction, Problem Solving
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Coughlin, April B.; Dotger, Benjamin H. – Teacher Education Quarterly, 2016
Teachers face numerous challenges in daily practice, including situations that involve the health, safety, and well-being of students and families. When harassment and physical abuse impact K-12 students, these situations pose unexpected challenges to novice teachers working to support their students. In this article, the authors report on a study…
Descriptors: Family Violence, Preservice Teachers, Secondary School Teachers, Beginning Teachers
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Bassford, Marie L.; Crisp, Annette; O'Sullivan, Angela; Bacon, Joanne; Fowler, Mark – Research in Learning Technology, 2016
Interactive experiences are rapidly becoming popular via the surge of "escape rooms"; part game and part theatre, the "escape" experience is exploding globally, having gone from zero offered at the outset of 2010 to at least 2800 different experiences available worldwide today. CrashEd is an interactive learning experience that…
Descriptors: Learning Experience, STEM Education, Crime, Interaction
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Guo, Wei; Li, Sheng Bing – Higher Education Studies, 2016
The paper identifies the educational and presentational functions of the Confucius Institute (MCI) at the Royal Danish Academy of Music (RDAM) as its core approaches which mostly influence Chinese cultural dissemination in its host country. The MCI's utilization of the two dissemination approaches aligns with the "receiver-centered"…
Descriptors: Music Education, Foreign Countries, Intercultural Programs, Exhibits
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Huang, Hsiu-Mei; Liaw, Shu-Sheng; Lai, Chung-Min – Interactive Learning Environments, 2016
Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
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Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami – Interactive Technology and Smart Education, 2016
Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…
Descriptors: Simulated Environment, Educational Games, Emergency Programs, Computer Simulation
De Paor, Declan; Coba, Filis; Burgin, Stephen – Journal of Geoscience Education, 2016
Google Earth is a powerful instructional resource for geoscience education. We have extended the virtual globe to include all terrestrial planets. Downloadable Keyhole Markup Language (KML) files (Google Earth's scripting language) associated with this paper include lessons about Mercury, Venus, the Moon, and Mars. We created "grand…
Descriptors: Internet, Geology, Science Education, Simulated Environment
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Bajpai, Shrish; Asif, Siddiqui Sajida; Akhtar, Syed Adnan – Comparative Professional Pedagogy, 2016
Out of the four fundamental interactions in nature, electromagnetics is one of them along with gravitation, strong interaction and weak interaction. The field of electromagnetics has made much of the modern age possible. Electromagnets are common in day-to-day appliances and are becoming more conventional as the need for technology increases.…
Descriptors: Foreign Countries, Energy, Magnets, Scientific Concepts
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Zacharis, Georgios K.; Mikropoulos, Tassos Anastasios; Kalyvioti, Katerina – Themes in Science and Technology Education, 2016
Studies showed that two-dimensional (2D) and three-dimensional (3D) educational content contributes to learning. Although there were many studies with 3D stereoscopic learning environments, only a few studies reported on the differences between real, 2D, and 3D scenes, as far as cognitive load and attentional demands were concerned. We used…
Descriptors: Foreign Countries, Undergraduate Students, Females, Cognitive Processes
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Smith, Sabine – Dimension, 2016
This classroom action research explores discipline-based inquiry and learner assessment of intercultural competence in a simulated "Moving Abroad" project that is part of an undergraduate English-language survey class required of all world language majors and minors at a large public university in the Southeast. The project tasks…
Descriptors: Cultural Awareness, Undergraduate Students, Program Effectiveness, Simulated Environment
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Park, Jaeuk; Seedhouse, Paul; Seedhouse, Rob; Kiaer, Jieun – Research-publishing.net, 2016
The study draws on the digital technology which allows users to be able to learn both linguistic and non-linguistic skills at the same time. Activity recognition as well as wireless sensor technology, similar to a Nintendo Wii, is embedded or attached to the equipment and ingredients, allowing users to detect and evaluate progress as they carry…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, Second Language Instruction
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de la Torre-Luque, Alejandro; Valero-Aguayo, Luis; de la Rubia-Cuestas, Ernesto J. – International Journal of Disability, Development and Education, 2017
This study aims to test how an intervention based on virtual reality (VR) may enhance visuospatial skills amongst people with disability. A quasi-experimental intra-group study was therefore conducted. Participants were 20 people with severe disability (65% males; 34.35 years, on average, and 84.95% of disability rate according to the Andalusian…
Descriptors: Simulated Environment, Severe Disabilities, Visual Perception, Spatial Ability
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O'Connor, Eileen A.; Domingo, Jelia – Journal of Educational Technology Systems, 2017
With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
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