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Singh, Vandana – Physics Teacher, 2010
Several misconceptions abound among college students taking their first general physics course, and to some extent pre-engineering physics students, regarding the physics and applications of electric circuits. Analogies used in textbooks, such as those that liken an electric circuit to a piped closed loop of water driven by a water pump, do not…
Descriptors: Physics, Energy, Misconceptions, Science Activities
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Kim, Do Kyun; Dinu, Lucian F.; Chung, Wonjon – International Journal of Information and Communication Technology Education, 2013
Currently, the South Korean government is in the process of transforming school textbooks from a paper-based platform to a computer-based digital platform. Along with this effort, interactive online educational games (edu-games) have been examined as a potential component of the digital textbooks. Based on the theory of diffusion of innovations,…
Descriptors: Computer Games, Textbooks, Foreign Countries, Grade 4
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Zurier, Steve – Community College Journal, 2013
Few professors teaching at community colleges today expect students to learn every nuance of every technological device they are likely to encounter throughout the course of their careers. Educators can expose students to enough of a base so that when the technology does evolve--and it will--they have the confidence and ability to adapt and…
Descriptors: Community Colleges, Higher Education, Job Training, Technology Uses in Education
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Sabourin, Jennifer L.; Rowe, Jonathan P.; Mott, Bradford W.; Lester, James C. – Journal of Educational Data Mining, 2013
Over the past decade, there has been growing interest in real-time assessment of student engagement and motivation during interactions with educational software. Detecting symptoms of disengagement, such as off-task behavior, has shown considerable promise for understanding students' motivational characteristics during learning. In this paper, we…
Descriptors: Student Behavior, Classification, Learner Engagement, Data Analysis
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Tsai, Fu-Hsing – Journal of Curriculum and Teaching, 2013
This study developed a game-based formative assessment, called tic-tac-toe quiz for single-player version (TRIS-Q-SP), in an energy education e-learning system. This assessment game combined tic-tac-toe with online assessment, and revised the rule of tic-tac-toe for stimulating students to use online formative assessment actively. Additionally, to…
Descriptors: Educational Technology, Technology Uses in Education, Formative Evaluation, Computer Assisted Testing
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Uzun, Levent; Ekin, M. Tugba Yildiz; Kartal, Erdogan – International Journal of Game-Based Learning, 2013
The present study aimed at investigating the differences between the teachers and the "new generation" of learners, their opinions about which language skills would benefit more from games, and the nuances of the two genders (male and female), while also revealing the profiles and tendencies of different age groups in relation to their…
Descriptors: Second Language Learning, Second Language Instruction, Gender Differences, Age Differences
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Kobayashi, Futoshi – Psychology Learning and Teaching, 2013
Japanese college students (N = 18) aspiring to become English teachers in junior or senior high schools studied several examples of educational games and created their own English games as an assignment during the last two weeks of an educational psychology course. Results indicated (1) a significant increase between pre- and post-…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Language Teachers
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O'Rourke, John; Main, Susan; Ellis, Michelle – Australasian Journal of Educational Technology, 2013
Games technology in the form of hand-held game consoles (HGCs) when focussed on specific academic skill development has the capacity to engage students in learning and in turn produce positive academic results. This current research explores teacher perceptions of the implementation of HGCs to enhance the development of mental maths skills (namely…
Descriptors: Foreign Countries, Educational Technology, Handheld Devices, Educational Games
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Chee, Yam San; Mehrotra, Swati; Liu, Qiang – Electronic Journal of e-Learning, 2013
Educational systems worldwide are being challenged to respond effectively to the digital revolution and its implications for learning in the 21st century. In the present new media age, educational reforms are desperately needed to support more open and flexible structures of on-demand learning that equip students with competencies required in a…
Descriptors: Citizenship Education, Educational Change, Educational Games, Governance
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Szilagyi, Janka; Giambo, Debra; Szecsi, Tunde – Childhood Education, 2013
Is it an asset or a burden to be bilingual? Although bilingualism is appreciated by many people worldwide, immigrant families often struggle with the maintenance of their heritage language (HL) and culture. In the United States. For example, the HL in most families is completely lost within three generations (Fishman, 1991). The loss of a child's…
Descriptors: Bilingualism, Self Concept, Immigrants, Language Maintenance
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V.; Freeman, A.; Ludgate, H. – New Media Consortium, 2013
The New Media Consortium (NMC) and the National Institute for Staff and Organizational Development (NISOD), with the generous support of Dell and Intel, have jointly released the "Technology Outlook for Community, Technical, and Junior Colleges 2013-2018: An NMC Horizon Project Sector Analysis." This report applies the process developed…
Descriptors: Community Colleges, Vocational Schools, Two Year Colleges, Educational Technology
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Educational Technology, Technology Uses in Education, Migrant Education, Adult Education
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Kerr, Deirdre; Chung, Gregory K. W. K. – Journal of Educational Data Mining, 2012
The assessment cycle of "evidence-centered design" (ECD) provides a framework for treating an educational video game or simulation as an assessment. One of the main steps in the assessment cycle of ECD is the identification of the key features of student performance. While this process is relatively simple for multiple choice tests, when…
Descriptors: Evidence Based Practice, Design, Academic Achievement, Educational Games
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Frey, Daniel David; Powers, Benjamin – Journal of Pre-College Engineering Education Research, 2012
This paper describes a multi-media outreach campaign intended to increase children's knowledge of engineering and to improve the public image of the profession. The central element is a reality-based show entitled "Design Squad," whose first season was broadcast on public television stations beginning in the spring of 2007. The show was…
Descriptors: Childrens Television, Public Television, Engineering, Outreach Programs
Pasnik, Shelley; Llorente, Carlin – Education Development Center, Inc., 2012
Educators are well aware that in order to positively impact children's learning, media and technology must be integrated into the teaching and learning activities of instructional environments. In order to be a powerful catalyst for learning, media and technology resources must complement the learning goals, the instructional practices, and the…
Descriptors: Public Television, Educational Television, Educational Technology, Technology Uses in Education
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