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Herceg, Ðorde; Herceg, Dejana – Informatics in Education, 2020
Connecting theory and practice in teaching is sometimes difficult, as it requires expensive or delicate equipment, thus limiting the teacher to giving demonstrations in which students are passive participants. Numerical mathematics, as an applied discipline, should be taught on real world examples. By using inexpensive Arduino hardware, we can…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Computer Software
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Decman, Mitja – International Journal of Higher Education, 2020
An increasing number of studies have addressed and proved the positive impact of classroom response systems (CRS) on learning performance in active learning environments but few focus on the parameters for the adoption and use of this technology in the classroom. This paper reviews research that has tested the parameters that influence the…
Descriptors: Student Participation, Predictor Variables, Audience Response Systems, Technology Integration
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Hu, Jingchen – Journal of Statistics Education, 2020
We propose a semester-long Bayesian statistics course for undergraduate students with calculus and probability background. We cultivate students' Bayesian thinking with Bayesian methods applied to real data problems. We leverage modern Bayesian computing techniques not only for implementing Bayesian methods, but also to deepen students'…
Descriptors: Bayesian Statistics, Statistics Education, Undergraduate Students, Computation
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Counsell, Alyssa; Cribbie, Robert A. – Psychology Teaching Review, 2020
Statistics play an important role in psychology, but statistics modules are notoriously unpopular amongst psychology students. We examined attitudes toward statistics and attitudes toward the statistical software package R in both undergraduate and postgraduate students across the duration of a statistics module. Participants' responses were…
Descriptors: College Students, Student Attitudes, Statistics, Psychology
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Vargas-Macías, Zulma Liliana; Rodríguez-Hernandez, Ariel Adolfo; Sánchez-Sáenz, Claudia Liliana – GIST Education and Learning Research Journal, 2020
This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) have been implemented, as an ICT-mediated learning strategy for learning and training in the education. A systemic literary review of works on the subject is carried out to contextualize and identify methods,…
Descriptors: Computer Games, Teaching Methods, Learning Strategies, Game Based Learning
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Natalija, Budinski; Lavicza, Zsolt; Fenyvesi, Kristof; Milinkovic, Dragica – International Electronic Journal of Mathematics Education, 2020
In this paper, we present opportunities with the uses of origami and technology, in our case GeoGebra, in teaching formal geometric definitions for fifth-grade primary school students (11-12yrs). Applying origami in mathematical lessons is becoming to be recognized as a valuable tool for improving students' mathematical knowledge. In previous…
Descriptors: Grade 5, Elementary School Students, Elementary School Mathematics, Geometry
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Akpokiere, Roseline; Oyelekan, Oloyede Solomon; Olorundare, Adekunle Solomon – International Journal of Virtual and Personal Learning Environments, 2020
The low achievement of chemistry students in Nigerian Colleges of Education has been attributed to a number of factors including a lack of indigenous computer software for enhancing course teaching. This study therefore sought to develop and validate an instructional computer package on organic chemistry for Colleges of Education in Nigeria. The…
Descriptors: Science Achievement, Computer Software, Organic Chemistry, Foreign Countries
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McFaul, Hugh; FitzGerald, Elizabeth – British Journal of Educational Technology, 2020
This paper provides a realist evaluation of the Open Justice virtual reality (VR) smartphone app, designed to develop presentation skills for students on an undergraduate legal education module. This work addresses two research questions: what proportion of students engaged with the Open Justice app, and what worked for whom in what circumstances…
Descriptors: Undergraduate Students, Legal Education (Professions), Computer Simulation, Computer Software
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Tan, Elaine; Small, Adrian; Lewis, Paul – Research in Learning Technology, 2020
This article analyses the pilot of an anonymous question and answer mobile application with a large cohort of undergraduate students (460) enrolled on an Operations Strategy Management module. The mobile application allowed students to pose anonymous questions to both peers and staff, create replies and vote on questions posted by other users. The…
Descriptors: Confidentiality, Learner Engagement, Peer Relationship, Large Group Instruction
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Abu-Ayfah, Zahra A. – English Language Teaching, 2020
The rapid growth of mobile device technology and the emergence of new mobile device applications such as Telegram have created new opportunities for EFL students. Accordingly, the current study investigated the EFL College students' perceptions of using Telegram for English language learning. The participants of the present study were 300 EFL…
Descriptors: Telecommunications, Handheld Devices, College Students, Student Attitudes
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Paxinou, Evgenia; Panagiotakopoulos, Christos T.; Karatrantou, Anthi; Kalles, Dimitrios; Sgourou, Argyro – Biochemistry and Molecular Biology Education, 2020
This study presents the integration of three different teaching scenarios, during biology laboratory lessons, with the overall aim of exploring the potential predominant effectiveness of teaching and improvement of students' learning, by the use of the three-dimensional virtual reality educational tool Onlabs, versus more traditional didactic…
Descriptors: Biology, Science Instruction, Computer Simulation, Instructional Effectiveness
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Westera, Wim; Prada, Rui; Mascarenhas, Samuel; Santos, Pedro A.; Dias, João; Guimarães, Manuel; Georgiadis, Konstantinos; Nyamsuren, Enkhbold; Bahreini, Kiavash; Yumak, Zerrin; Christyowidiasmoro, Chris; Dascalu, Mihai; Gutu-Robu, Gabriel; Ruseti, Stefan – Education and Information Technologies, 2020
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game…
Descriptors: Artificial Intelligence, Educational Games, Educational Technology, Computer Software
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Bozzo, G. – Physics Teacher, 2020
As soon as children can see, they observe that objects fall freely. From a young age, we spontaneously construct interpretative models to understand this everyday phenomenon. Over the last three decades, numerous experiments have been developed to help students understand physics concepts regarding free fall. Although there are many…
Descriptors: Secondary School Science, Science Instruction, Physics, Teaching Methods
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Flores-Bascuñana, Míriam; Diago, Pascual D.; Villena-Taranilla, Rafael; Yáñez, Dionisio F. – Education Sciences, 2020
Nowadays, Augmented Reality (AR) is one of the emerging technologies with a greater impact in the Education field. Research has proved that AR-based activities improve the teaching and learning processes. Also, the use of this type of technology in classroom facilitates the understanding of contents from different areas as Arts, Mathematics or…
Descriptors: Grade 6, Elementary School Students, Educational Technology, Technology Uses in Education
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Frisby, Brandi N.; Kaufmann, Renee; Vallade, Jessalyn I.; Frey, T. Kody; Martin, Joe C. – Basic Communication Course Annual, 2020
Basic communication courses (BCCs) are evolving, and technology is a driver of this change. Guided by self-efficacy theory, this study examined the use of virtual reality speaking rehearsals as one technology that instructors can adopt to enhance students' public speaking efficacy. Students (N = 32) in this study practiced their final informative…
Descriptors: Introductory Courses, Handheld Devices, Computer Software, Simulated Environment
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