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Casey, Ashley; Hastie, Peter; Jump, Steve – Sport, Education and Society, 2016
This paper documents how a unit of student-designed games can create a more meaningful version of physical education (PE) for disengaged students, a version that enhances the educational legitimacy of the subject matter by affording it worth in and of itself rather than being justified for other, extrinsic or instrumental reasons. Furthermore, it…
Descriptors: Physical Education, Student Developed Materials, Game Theory, Educational Games
Schroeder, Shawnda; Baker, Mary; Terras, Katherine; Mahar, Patti; Chiasson, Kari – Online Learning, 2016
This study examined graduate students' desired and experienced levels of connectivity in an online, asynchronous distance degree program. Connectivity was conceptualized as the students' feelings of community and involvement, not their level of access to the Internet. Graduate students enrolled in a distance degree program were surveyed on both…
Descriptors: Asynchronous Communication, Online Courses, Distance Education, Preferences
Knapke, Jacqueline; Haynes, Erin; Breen, Julie; Kuhnell, Pierce; Smith, Laura; Meinzen-Derr, Jareen – Online Learning, 2016
In the last two decades, online learning has transformed the field of higher education. Also during this time, institutions of higher education have seen increases in their adult learner populations. The flexibility and accessibility of an online education model is often particularly appealing to adult learners, who bring unique needs,…
Descriptors: Online Courses, Epidemiology, Andragogy, Academic Achievement
Sanu, La Ode – Dinamika Ilmu, 2016
This study aimed to investigate the students' preferences toward the lecturer's corrective feedback in the business letter writing and their reasons why they preferred particular corrective feedback types. A case study was used by involving 15 EFL students who enrolled in the Business Correspondence Course. The questionnaire and interview were…
Descriptors: English (Second Language), Second Language Learning, Interviews, Questionnaires
Jumaat, Nurul Farhana; Tasir, Zaidatun – Journal of Educational Computing Research, 2016
Scaffolding refers to a guidance that helps students during their learning sessions whereby it makes learning easier for them. This study aims to develop a framework of metacognitive scaffolding (MS) to guide students in learning Authoring System through Facebook. Thirty-seven master degree students who were enrolled in Authoring System course…
Descriptors: Metacognition, Scaffolding (Teaching Technique), Programming, Computer Science Education
Yalman, Murat; Basaran, Bulent; Gonen, Selehattin – Journal of Education and Training Studies, 2016
Considering several variables, the present study aimed at examining the information and communication technology skills of university students taking their courses with the distant education system. In the study, the singular and relational survey model, one of general survey models, was used. The research sample was made up of 381 students…
Descriptors: Foreign Countries, Information Technology, Computer Literacy, Technological Literacy
Cohen, Cathy – International Journal of Bilingual Education and Bilingualism, 2016
The input factors that may cause variation in bilingual proficiency were investigated in 38 French-English bilinguals aged six to eight, of middle-to-high socio-economic status, attending an international state school in France. Data on children's current and cumulative language exposure and family background were collected through questionnaires…
Descriptors: Young Children, Bilingual Students, French, English
Leonard, Jacqueline; Buss, Alan; Unertl, Adrienne; Mitchell, Monica – North American Chapter of the International Group for the Psychology of Mathematics Education, 2016
This research report presents the results of a STEM summer program on robotics and game design. The program was part of a three-year study funded by the National Science Foundation. Children in grades four through six participated in a two-week summer camp in 2015 to learn STEM by engaging in LEGO® EV3 robotics and computer-based games using…
Descriptors: Robotics, Design, STEM Education, Elementary School Students
Gicco, Gina – Journal of Educational Technology, 2014
Educational researchers have extensively documented the benefits of utilizing learning styles in the processes of teaching and learning from early childhood to Adult Education (Burke & Dunn, 2003; Cicco, 2009). This article examines the need to consider and employ learning-styles instruction in the online classroom. Adult learners are unique…
Descriptors: Cognitive Style, Online Courses, Academic Achievement, Adult Students
Schroeder, Noah L.; Adesope, Olusola O. – Journal of Research on Technology in Education, 2014
After more than a decade of pedagogical agent research, this review synthesizes the affective implications of learning with pedagogical agents. The review investigates different affective measures within 99 pedagogical agent outcome measures. The results suggest that learners may prefer pedagogical agents compared to non-agent control conditions,…
Descriptors: Affective Measures, Outcome Measures, Motivation, Professional Identity
Aliakbari, Mohammad; Gheitasi, Mojtaba – Advances in Language and Literary Studies, 2014
This paper intended to compare teaching English in private language institutes and public schools in Iranian Education system from the viewpoint of the English teachers who practice in both systems. It also aimed at examining teachers' preference to teach-in either place. 15 English teachers in Ilam city participated in the study and data were…
Descriptors: Teacher Attitudes, English (Second Language), Second Language Learning, Second Language Instruction
Konert, Johannes; Gutjahr, Michael; Göbel, Stefan; Steinmetz, Ralf – International Journal of Game-Based Learning, 2014
For adaptation and personalization of game play sophisticated player models and learner models are used in game-based learning environments. Thus, the game flow can be optimized to increase efficiency and effectiveness of gaming and learning in parallel. In the field of gaming still the Bartle model is commonly used due to its simplicity and good…
Descriptors: Foreign Countries, Secondary School Students, Grade 9, Games
Pittman, Candice N.; Heiselt, April K. – Online Journal of Distance Learning Administration, 2014
With the increasing number of students enrolling in distance education, there is a need to consider the accessibility of course materials in online learning environments. Four major groups of disabilities: mobility, auditory, visual, and cognitive are explored as they relate to their implementation into instructional design and their impact on…
Descriptors: Online Courses, Accessibility (for Disabled), Access to Education, Educational Principles
Singh, Malkeet; McNeil, Jan Torbet – Learning Environments Research, 2014
The purpose of this study was to survey a sample of high school students in Hawaii and Singapore about what they perceive to be helpful aspects of classroom environments in their learning of science and humanities subjects. The What Is Happening In this Class? (WIHIC) questionnaire was administered in the fall of 2003 to 73 high school students in…
Descriptors: Case Studies, Educational Environment, Questionnaires, Science Education
Crews, Thad; Butterfield, Jeff – Higher Education Studies, 2014
Colleges and universities have seen considerable enrollment growth in online courses during the past decade. However, online modalities are not optimal for all subject areas or students. There is growing interest in hybrid, blended, and flipped instruction as a way to incorporate the best of different delivery methods. This study investigates and…
Descriptors: Feedback (Response), Student Attitudes, Classroom Environment, Classroom Techniques

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