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Lyman, Penelope M.; Olvido, Alexander E. – Journal of the Scholarship of Teaching and Learning, 2020
In modern university education, quantitative analytical skills seem best acquired through deep learning of complex, multi-faceted problems. Our quasi-experimental design tested whether student achievement in an immersive classroom case study might affect subsequent academic performance, presumably reflecting deeper learning of fundamental…
Descriptors: Accounting, Academic Achievement, Learning Processes, Case Studies
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Colliot, Tiphaine; Jamet, Éric – Journal of Computer Assisted Learning, 2020
We investigated the effects of readymade versus self-generated graphic organizers (GOs) on learning, comparing the performances of undergraduates (N = 81) tasked with learning a multimedia document. This document was either presented on its own ("control group"), with a readymade GO, or with a blank GO that students had to fill in either…
Descriptors: Instructional Materials, Learning Processes, Undergraduate Students, Multimedia Materials
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Bylinskaya, Natalia V. – International Dialogues on Education: Past and Present, 2020
The article presents research into the concept of "personality" in the categorical grid of the consciousness of primary and secondary school teachers. The data obtained demonstrate the presence of an orientation in the teachers' minds and activities towards the implementation of personality-oriented, humanistic models of learning. At the…
Descriptors: Classification, Psychology, Elementary School Teachers, Secondary School Teachers
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Schaefer, Teresa; Fabian, Claudia Magdalena; Kopp, Tobias – British Journal of Educational Technology, 2020
Research stresses the importance of social components in learning. The social contact with peers and tutors stimulates reflection and supports higher processes of learning necessary for the internalisation and application of new knowledge. However, merely proposing opportunities for interaction does not necessarily lead to fruitful discussion and…
Descriptors: Peer Relationship, Socialization, Learning Processes, Teacher Student Relationship
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Fernando Batista, Alex; Thiry, Marcello; Queiroz Gonçalves, Rafael; Fernandes, Anita – Informatics in Education, 2020
This research discusses the use of Augmented Reality, Virtual Reality and Mixed Reality technology applications in the learning process of relevant content to the Computer Science area. This systematic review aims to identify applications that use technologies to represent virtual environments and support the teaching and learning of Computer…
Descriptors: Computer Simulation, Computer Science Education, Simulated Environment, Educational Research
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Liang, Eva; Peters, Lacey Elizabeth; Lomidze, Ana; Akaba, Sanae – School Community Journal, 2020
Family engagement is considered to be a cornerstone of successful universal prekindergarten (PreK) implementation. Using data from interviews with mothers, this study investigates the different ways families are engaged in their child's PreK experience. Multiple themes emerged from the interviews, including: family engagement, parents' knowledge…
Descriptors: Mother Attitudes, Family Involvement, Preschool Education, Knowledge Level
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Heine, Lena; Marx, Nicole; Schädlich, Birgit; Wilden, Eva – Language Teaching, 2020
This article reviews a purposive sample of 16 doctoral dissertations in second language (L2) education, completed between 2014 and 2018 and published in German, in Germany. Among the 103 relevant dissertations found from this period, a total of 12 thematic strands were identified, of which five were chosen as being particularly common and thus…
Descriptors: Doctoral Dissertations, German, Teaching Methods, Learning Processes
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Taçgin, Zeynep – Education and Information Technologies, 2020
The perceived effectiveness of an IVRLE may distinguish depending on the previous knowledge learners. The purpose of this research is to investigate the features of an immersive virtual reality learning environment (IVRLE) and to evaluate its perceived simulation effectiveness under the learning, attitude, and confidence sub-concepts. This study…
Descriptors: Computer Simulation, Teaching Methods, Nursing Education, Undergraduate Students
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Van Ginkel, Stan; Ruiz, Dominic; Mononen, Asko; Karaman, Cendel; de Keijzer, Ander; Sitthiworachart, Jirarat – Journal of Computer Assisted Learning, 2020
Feedback plays a central role in learning. Crucial to this is the nature and timing of the feedback. This experimental study explores the efficacy of immediate computer-mediated feedback within a virtual reality environment designed to facilitate the development of pre-university students' presentation skills. Two conditions were established to…
Descriptors: Feedback (Response), Teaching Methods, Computer Mediated Communication, Instructional Effectiveness
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Allen, Patricia J.; Brown, Zoe; Noam, Gil G. – International Journal for Research on Extended Education, 2020
An innovative system-building initiative known as the STEM Learning Ecosystems Community of Practice (SLECoP) is transforming U.S. STEM education through cross-sector partnerships between schools, afterschool and summer programs, libraries, museums, and businesses, among others. Although logic models exist to describe how SLEs can make positive…
Descriptors: STEM Education, Learning Processes, Ecology, Communities of Practice
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Murcia, Karen; Pepper, Coral; Joubert, Mathilda; Cross, Emma; Wilson, Sinead – Issues in Educational Research, 2020
We present research that explored digital coding in an Australian early years learning centre and how it impacted on a focus group of 3 and 4-year-old children's creativity. The questions that guided the design experimental method were: (1) how do young children develop and demonstrate creativity when learning through play with digital coding…
Descriptors: Foreign Countries, Preschool Children, Creative Thinking, Creativity
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An, Yunjo – International Journal of Technology in Education, 2020
Gamification has been used in a variety of settings, including business, healthcare, and education. Although there are successful gamification examples, many gamification projects fail due to poor design. Despite the importance of thoughtful design of gamification, previous research on gamification in education has not paid sufficient attention to…
Descriptors: Teaching Methods, Instructional Design, Competition, Game Based Learning
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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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Kelton, Molly L.; Ma, Jasmine Y. – Cognition and Instruction, 2020
In this article, we report on a video-based field study of an intergenerational family's enactment of a mathematical object (a torus) in the context of an immersive mathematics exhibition in a science center. To do this, we center interwoven, multi-party mobilities at multiple scales--walking, gesturing, touching, and postural adjustments -- as…
Descriptors: Mathematics, Exhibits, Science Teaching Centers, Family (Sociological Unit)
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Otwinowska, Agnieszka; Forys-Nogala, Malgorzata; Kobosko, Weronika; Szewczyk, Jakub – Language Learning, 2020
Some second language (L2) acquisition researchers have suggested that learners should be made aware of cross-linguistic similarity for them to benefit from cognateness. To test this assumption, we ran two longitudinal classroom quasi-experiments with Polish learners of English. We chose 30 Polish-English cognates, 30 false cognates, and 30…
Descriptors: Second Language Learning, Contrastive Linguistics, Metalinguistics, Longitudinal Studies
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