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Yang, Hui-Yu – International Journal of Mobile and Blended Learning, 2022
The present study was to explore whether dynamic visualizations enriched with visuospatial cues can optimize learners' cognitive processing of mechanical systems. The animated conditions and cueing patterns were the independent variables with an attempt to investigate their impacts on retention and transfer tests. Either dynamic or static…
Descriptors: Visualization, Visual Stimuli, Spatial Ability, Cues
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Ebbini, Genell W. – Journal of Experiential Education, 2022
Background: Biophilia is becoming an important theme in contemporary design practice. Research in this area has demonstrated measurable improvements in human health and wellbeing when built environments are able to connect people to nature. However, there is much debate about how design students can best learn to fluidly implement biophilic…
Descriptors: Experiential Learning, Physical Environment, Student Projects, Active Learning
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Stolzenberger, Christoph; Frank, Florian; Trefzger, Thomas – Physics Education, 2022
With the help of augmented reality apps objects and text can be added virtually to the physical world (e.g. physical experiments) in real time. The augmented reality (AR) app 'PUMA: "Spannungslabor"' enhances simple electric circuits experiments for students with virtual representations based on the electron gas analogy including…
Descriptors: Physics, Science Instruction, Energy, Artificial Intelligence
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Celepkolu, Mehmet; Galdo, Aisha Chung; Boyer, Kristy Elizabeth – IEEE Transactions on Learning Technologies, 2022
As children develop conversational skills such as taking turns and openly listening to ideas, they often experience conflicts and inequity within collaborative dialogue for learning. Previous research suggests that increasing children's awareness about their own behaviors during collaboration may help them adjust their behaviors and become better…
Descriptors: Teaching Methods, Classroom Communication, Cooperative Learning, Child Behavior
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Vesa Mollakuqe; Elissa Mollakuqe – International Electronic Journal of Mathematics Education, 2025
This study examines the impact of integrating GeoGebra software into teaching circle properties at the high school level, comparing it with traditional methods. Conducted over 8 weeks with 112 students aged 15-18, it included an experimental group using GeoGebra (56 students) and a control group with classical teaching methods (56 students). The…
Descriptors: Mathematics Education, Mathematics Instruction, Teaching Methods, Computer Assisted Instruction
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Gérard, Jessica; Helme-Guizon, Agnès – Applied Cognitive Psychology, 2018
In most retail environments, customers can handle products. However, the downside of this freedom to touch products is product contamination. The objectives of this paper are threefold: (a) to examine the effects of contamination cues (tangible vs. intangible) on consumer responses; (b) to show the mediating role of contamination, disgust, and…
Descriptors: Cues, Psychological Patterns, Hygiene, Sanitation
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Wilkie, Karina J. – Educational Studies in Mathematics, 2021
Teachers whose mathematical meanings support understanding across different contexts are likely to convey them in productive ways for coherent student learning. This exploratory study sought to elicit 67 secondary mathematics pre-service teachers' (PSTs) meanings for quadratics with growing pattern creation and multiple translation tasks. A…
Descriptors: Equations (Mathematics), Secondary School Mathematics, Preservice Teachers, Mathematics Skills
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Decuypere, Mathias; Landri, Paolo – Critical Studies in Education, 2021
University rankings have become commonplace in higher education. Traditional quantified rankings do not merely measure educational performance: they equally grant status, enforce competition between institutions, and are emblematic for the ongoing capitalization of higher education. Drawing on the field of Science and Technology Studies, this…
Descriptors: Universities, Institutional Evaluation, Educational Quality, Institutional Characteristics
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Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Mei-Syuan; Tai, Kai-Hsin – Journal of Educational Computing Research, 2021
In line with the attention-to-affect model, this study employed a game that encompasses Gestalt perception to explore how extraneous cognitive load (ECL) and gameplay anxiety correlate with attitude towards exploitative learning and attitude towards explorative learning as students play the Visual-Saliency game (VSG) with images of artworks. The…
Descriptors: Difficulty Level, Cognitive Processes, Anxiety, Correlation
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Mauntel, Matthew; Levine, Benjamin; Plaxco, David; Zandieh, Michelle – Digital Experiences in Mathematics Education, 2021
We present results of a grounded analysis of individual interviews in which students play Vector Unknown -- a digital game designed to introduce visualizing vectors, scaling vectors, vector addition, and vector equations, attending to the geometric and algebraic representations of vectors. The game was designed to be used at the beginning of a…
Descriptors: Mathematics Education, Mathematics Activities, Educational Games, Computer Games
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Arslan, Aysenur; Kayhan Altay, Mesture – Journal of Visual Impairment & Blindness, 2021
Introduction: This study examines the spatial abilities of middle school students with visual impairments (i.e., blindness and low vision) in the context of spatial visualization. The study also aims to examine the strategies used by such students in solving questions requiring spatial ability. Methods: Participants comprised eight students with…
Descriptors: Spatial Ability, Middle School Students, Visual Impairments, Blindness
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Chaker, Rawad; Gallot, Mélanie; Binay, Marion; Hoyek, Nady – Educational Technology & Society, 2021
Embodiment is particularly relevant for learning anatomy as the knowledge to be acquired is related to the body itself. Several tools using three-dimensional (3D) anatomical structures and avatars (e.g. augmented reality; virtual reality; immersive anatomy; 3D animations) were developed to enrich students' experience by including gestures and body…
Descriptors: Visual Aids, Anatomy, Educational Technology, Foreign Countries
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Soni, Nikita; Darrow, Alice; Luc, Annie; Gleaves, Schuyler; Schuman, Carrie; Neff, Hannah; Chang, Peter; Kirkland, Brittani; Alexandre, Jeremy; Morales, Amanda; Stofer, Kathryn A.; Anthony, Lisa – International Journal of Computer-Supported Collaborative Learning, 2021
This paper draws upon the theory of embodied cognition to provide a robust account of how gestural interactions with and around multi-touch tabletops can play an important role in facilitating collaborative meaning-making, particularly in the context of science data visualizations. Embodied cognition is a theory of learning that implies that…
Descriptors: Science Education, Cooperative Learning, Educational Technology, Manipulative Materials
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Yavuzcan, H. Güçlü; Sevgül, Özden; Beyhan, Figen – Design and Technology Education, 2021
With the projects implemented in the 'Design for the Disabled' course in Gazi University 2019- 2020 academic year, fourteen students are asked to develop solutions for the problems of disabled individuals, which is one of the real-world issues, while gaining professional knowledge such as critical thinking, idea generation and learning the…
Descriptors: Inquiry, Active Learning, Students with Disabilities, Foreign Countries
Pichaichanarong, Tawipas – Online Submission, 2021
The rise of modern architecture styles has strongly impacted the younger generation globally in the current century. This research is designed to study the performance of working memory on understanding Lanna architecture with young adults at a large university in northern Thailand, that of Mae Fah Luang University in Chiang Rai Province,…
Descriptors: Young Adults, Undergraduate Students, Short Term Memory, Visualization
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