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Pratidhina, Elisabeth; Pujianto; Sumardi, Yosaphat – International Journal of Instruction, 2019
The research aims to: (1) produce a computer program as a learning resource on gas law topics; (2) determine the appropriateness and quality of the computer program; and (3) describe the effectiveness of the computer program to help students in learning the concept of gas law. We employed 4D (define, design, develop, disseminate) models in this…
Descriptors: Foreign Countries, High School Students, Secondary School Science, Physics
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Yang, Liu; Tong, Yang; Siyuan, Xu – International Education Studies, 2019
This research aims to verify the effectiveness and practicability of Liulishuo, an English-learning APP, in improving college students' oral English. The research adopts different student groups according to their different listening levels, and compares the scores of the pre- and post-practice tests of the control groups and the feedback analysis…
Descriptors: Foreign Countries, College Students, Second Language Instruction, Second Language Learning
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Pham, Xuan Lam; Chen, Gwo Dong – Journal of Educational Computing Research, 2019
This study proposed to enhance mobile learning engagement with PACARD (Personalized Adaptive CARD-based interface) that combines several technologies including card-based interface, personalized adaptation, push notifications, and badges. To evaluate our proposal, we distributed a mobile learning application (app) called "English…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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Ortiz, Enrique; Eisenreich, Heidi A.; Tapp, Laura E. K. – International Journal for Mathematics Teaching and Learning, 2019
The goal of this study is to analyze undergraduate elementary school pre-service teachers' conceptions and misconceptions of physical and virtual manipulative materials using an interpretive "framework." The "framework" involved the use of the "Concrete," "Pictorial" and "Abstract cognitive levels"…
Descriptors: Mathematics Instruction, Teaching Methods, Manipulative Materials, Undergraduate Study
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Berry, Sharla – International Review of Research in Open and Distributed Learning, 2019
Despite the importance of interpersonal contact to students' sense of community, little is known about how online students form relationships outside of class. Drawing on interviews with 20 students from one online doctoral program, I explore the ways in which distance learners create community outside of class. In the case study I explore how…
Descriptors: Online Courses, Electronic Learning, Distance Education, Extracurricular Activities
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Pitoyo, Muhammad Dafit; Sumardi; Asib, Abdul – International Online Journal of Education and Teaching, 2019
Test anxiety always makes students afraid of doing the test because they probably think that they will fail. To overcome the problem, the teacher then used gamification based assessment. Furthermore, the study investigates the category of students test anxiety, students' attitudes toward Quizizz and the students' preference toward the elements of…
Descriptors: Test Anxiety, Computer Oriented Programs, Educational Games, Game Based Learning
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Ward, Monica – Research-publishing.net, 2019
Intelligent Computer-Assisted Language Learning (ICALL) involves using tools and techniques from computational linguistics and Natural Language Processing (NLP) in the language learning process. It is an inherently complex endeavour and is multi-, inter-, and trans-disciplinary in nature. Often these tools and techniques are designed for tasks and…
Descriptors: Educational Technology, Technology Uses in Education, Computer Assisted Instruction, Second Language Instruction
Wartella, Ellen, Ed. – Society for Research in Child Development, 2019
The effects of using interactive media have been well studied among young children and adolescents but remain understudied for middle childhood (ages 6-12 years). Children and youth of this age comprise much of the pre-adult population that uses digital games and apps. The Every Student Succeeds Act says that states must give students access to…
Descriptors: Children, Preadolescents, Video Games, Computer Oriented Programs
Logan, Tracy; Larkin, Kevin – Mathematics Education Research Group of Australasia, 2019
The Experience, Represent, Apply (ERA) heuristic is an innovation of the Early Learning STEM Australia (ELSA) project. It provided educators with an approach that embeds digital technologies in play-based learning in such a way that the focus of the learning remains on the child and not on the device. This paper reports on the experiences of early…
Descriptors: Heuristics, Pilot Projects, STEM Education, Early Childhood Education
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Herodotou, Christothea – British Journal of Educational Technology, 2018
A popular activity among young children is the use of mobile devices and apps. Yet, the impact of mobile devices on learning and development is rather underexplored. The limited studies identified explore effects on literacy development and communication and report on mixed findings. A considerable gap is observed as to how the use of mobile apps…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Baker, Joseph M.; Moyer-Packenham, Patricia S.; Tucker, Stephen I.; Shumway, Jessica F.; Jordan, Kerry E.; Gillam, Ronald B. – Journal of Computers in Mathematics and Science Teaching, 2018
Functional near-infrared spectroscopy (fNIRS) is an easy to use neuroimaging technique that is portable and maintains a liberal tolerance to movement. As such, fNIRS represents an ideal tool to observe children's neural activity as they engage in real-world classroom activities, such as the interaction with digital math apps on an iPad. Here, we…
Descriptors: Brain, Mathematics Instruction, Computer Oriented Programs, Pilot Projects
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Koekoek, Jeroen; van der Mars, Hans; van der Kamp, John; Walinga, Wytse; van Hilvoorde, Ivo – Journal of Physical Education, Recreation & Dance, 2018
The rapid development of digital technology has expanded the prospects and promises for its application in physical education programs. Physical educators are becoming increasingly interested in technology but often remain inadequately equipped to effectively integrate these technological resources in their daily practice, and/or lack the…
Descriptors: Video Technology, Games, Physical Education, Technology Uses in Education
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Demuyakor, John – Shanlax International Journal of Education, 2021
Since mid-March 2020, educational systems worldwide and particularly Ghana were under increasing pressure to use the new Digital Technologies (DTs) and mobile applications (apps) to assist teachers in guiding students to continue with online learning activities due to the COVID-19 pandemic. The study is aimed at assessing the utilization of DTs…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Online Courses
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Chiablaem, Parichat – Shanlax International Journal of Education, 2021
During the COVID-19 dilemma, all educators worldwide have been alerted by the alarm clock of urgent online teaching and learning. This leads to a curiosity of which online tools are suitable for the online learning contexts, especially for English classrooms where there are more than just lecturing, but also practicing English skills. Google…
Descriptors: Educational Technology, Technology Uses in Education, School Closing, COVID-19
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de Koff, Jason P. – Natural Sciences Education, 2021
Higher education can use technology in the classroom to meet students where they are and reduce the digital divide. Recent events with the COVID-19 pandemic forced schools to rely on multiple forms of technology and underlined the priority for its adoption and effective use. Therefore, understanding the options and role that easily accessible…
Descriptors: Higher Education, Technology Uses in Education, COVID-19, Pandemics
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