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Knowlden, Adam P.; Hackman, Christine L.; Sharma, Manoj – Health Education Journal, 2016
Objective: College students are at an increased risk of mental distress. The purpose of this study was to determine whether mental and lifestyle factors differed according to self-reported levels of psychological distress. Design and setting: A self-report questionnaire comprising the Kessler-6 Psychological Distress Scale, Revised Life…
Descriptors: Life Style, Emotional Disturbances, Self Concept Measures, Self Esteem
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Dinçer, Bahar; Yilmaz, Süha – European Journal of Contemporary Education, 2016
The purpose of this study is to examine the relationship between perceptions of the self-efficacy levels for both mathematics literacy and information literacy in pre-service primary mathematics teachers and the factors on which the relationship depends (variables include gender, class level, hours spent reading books and computer-access…
Descriptors: Preservice Teachers, Elementary School Mathematics, Self Efficacy, Information Literacy
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Yeh, Yu-Fang – Contemporary Educational Technology, 2016
Animation is one of the useful contemporary educational technologies in teaching complex subjects. There is a growing interest in proper use of learner-technology interaction to promote learning quality for different groups of learner needs. The purpose of this study is to investigate if an interaction approach supports weak learners, who have…
Descriptors: Foreign Countries, Man Machine Systems, Computer Uses in Education, Animation
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Chang, Hsin-Yi; Hsu, Ying-Shao; Wu, Hsin-Kai – Interactive Learning Environments, 2016
We investigated the impact of an augmented reality (AR) versus interactive simulation (IS) activity incorporated in a computer learning environment to facilitate students' learning of a socio-scientific issue (SSI) on nuclear power plants and radiation pollution. We employed a quasi-experimental research design. Two classes (a total of 45…
Descriptors: Comparative Analysis, Computer Simulation, Computer Uses in Education, Science and Society
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Grundmeyer, Trent; Peters, Randal – Computers in the Schools, 2016
Technology is changing the teaching and learning landscape. Teacher preparation programs must produce teachers who have new skills and strategies to leverage the benefits of laptop computers in their classrooms. This study used a phenomenological strategy to explain first-year college students' perceptions of the effects of a 1:1 laptop experience…
Descriptors: Laptop Computers, Computer Uses in Education, Educational Technology, Access to Computers
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Asad, Khaled; Tibi, Moanis; Raiyn, Jamal – World Journal of Education, 2016
New generations are using and playing with mobile and computer applications extensively. These applications are the outcomes of programming work that involves skills, such as computational and algorithmic thinking. Learning programming is not easy for students children. In recent years, academic institutions like the Massachusetts Institute of…
Descriptors: Programming, Elementary School Students, Student Attitudes, Visual Aids
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Duvall, Matthew; Matranga, Anthony; Foster, Aroutis; Silverman, Jason – International Journal of Game-Based Learning, 2016
This study reports on the effects of a mobile game designed in conjunction with an art museum to develop children's understanding of line, shape, and color. Four researchers (two graduate students and two professors at a private university in the mid-Atlantic region of the United States) examined 8 children, ages 6 to 13, for conceptual change in…
Descriptors: Electronic Learning, Educational Experience, Grounded Theory, Research Methodology
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Berger-Tikochinski, Tal; Zion, Michal; Spektor-Levy, Ornit – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2016
This is a five-year study conducted with junior high school students studying in a 1:1-laptop program in order to test the effects of the program on various measures related to the students: their attitudes, motivation, perceived school norms, self-efficacy, and behavioral intention towards learning with laptops, according to the Theory of Planned…
Descriptors: Longitudinal Studies, Student Attitudes, Laptop Computers, Junior High School Students
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Silander, Megan; Moorthy, Savitha; Dominguez, Ximena; Hupert, Naomi; Pasnik, Shelley; Llorente, Carlin – Society for Research on Educational Effectiveness, 2016
Persistent inequalities in the academic learning trajectories of underserved students have led to a growing interest in interventions for young children who are at higher risk for academic difficulties later on. This study's primary goal was to understand how the integration of video, computer games and associated hands-on activities impacts…
Descriptors: Randomized Controlled Trials, Information Technology, Video Games, Computer Games
Dinis da Costa, Patrícia; Araújo, Luísa – European Commission, 2016
The analyses presented in this report indicate that in several Member States (MS) 15-year-old students in vocational-oriented programmes (VET) perform better in digital reading than in print reading in PISA 2012. When differentiated by programme of study--VET versus general education programmes--VET students perform better in digital than in print…
Descriptors: Foreign Countries, Secondary School Students, Adolescents, Vocational Education
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Regional Educational Laboratory Mid-Atlantic, 2016
This document provides Q&A with webinar presenter, Susan Riley. Riley's presentation looks at broad ideas of clarifying best practices in using arts integration (AI) and/or STEAM at any grade level. Questions cover topics such as: the creativity crisis in US schools, integrating art into math adult education (GED and ESL), theater arts in the…
Descriptors: Art Education, STEM Education, Integrated Activities, Creativity
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Mack Shelley, Editor; Omer Tayfur Ozturk, Editor – International Society for Technology, Education, and Science, 2024
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on April 27-30, 2024, in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, discuss theoretical and…
Descriptors: STEM Education, Second Language Learning, Second Language Instruction, English (Second Language)
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Yamamoto, Yoshihiko; Usami, Akinori – IAFOR Journal of Education, 2015
Online course tools such as WebCT or Manaba+R are popularly used in university classes and enhance learners' understanding of their course contents. In addition, teachers try to utilize these online course tools for their students such as giving their students online discussions, providing students with additional materials and so forth. However,…
Descriptors: Online Courses, Electronic Learning, Higher Education, Integrated Learning Systems
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Brizee, Allen – Journal of Technical Writing and Communication, 2015
Building on work by Dubinsky, Haskins, and Simmons and Grabill, this article explains how a technical communication instructor used Isocrates and informal usability testing to help guide a service-learning project involving the One Laptop Per Child XO-1 notebook. For the project, engineering students received feedback from peers and elementary…
Descriptors: Technical Writing, Rhetoric, Teaching Methods, Usability
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Wu, Pai-Hsing; Wu, Hsin-Kai; Kuo, Che-Yu; Hsu, Ying-Shao – Interactive Learning Environments, 2015
Computer-based learning tools include design features to enhance learning but learners may not always perceive the existence of these features and use them in desirable ways. There might be a gap between what the tool features are designed to offer (intended affordance) and what they are actually used (actual affordance). This study thus aims at…
Descriptors: Science Instruction, Computer Uses in Education, Educational Technology, High School Students
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