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Kulesza, Amy E.; Imtiaz, Safa; Bernot, Kelsie M. – Journal of Microbiology & Biology Education, 2022
Service-learning and undergraduate research experiences are high-impact practices that have become more common in the sciences, but the benefits of short-term experiences have not been thoroughly investigated. The purpose of this study was to compare within-semester gains for students in a short-term service-learning (SL) or short-term research…
Descriptors: Biology, Science Instruction, Service Learning, Undergraduate Students
Kari Johnson Cook – ProQuest LLC, 2022
Gamification and game-based learning have been used in the educational setting as an active learning strategy to increase student engagement. This study investigated the extent of the effect of gamification and game-based learning on student engagement of online Allied Health students in the Cultural and Ethical Influences course at Northwestern…
Descriptors: College Students, Gamification, Learner Engagement, Student Attitudes
Javarius J. D. Fields – ProQuest LLC, 2022
The learning environment in K-12 education has been a topic in education for many years, especially in the United States. The problem that was addressed in this mixed methods study is that students' standardized test scores may be affected by the learning environment--whether a traditional classroom or a virtual setting. The purpose of this…
Descriptors: Social Studies, Scores, Electronic Learning, In Person Learning
Shin Woong Rhee – ProQuest LLC, 2022
The purpose of this project is to change the elderly's perception of Somang School through lifelong education. The role of the elderly in an aging church is more important than ever. The church should help them play a pivotal role in the church, Eight participants participated in this project in 12 sessions at Somang School belonging to Somang…
Descriptors: Churches, Lifelong Learning, Church Role, Older Adults
Francine Bard Fabricant – ProQuest LLC, 2022
This exploratory case study examined how and if career counselors learned about the impact of automation and artificial intelligence (AI) on occupations, including which actions, activities, and conditions helped or hindered their learning, and what impact this learning had on their professional practice. The data included questionnaires and…
Descriptors: Career Counseling, Counselors, Automation, Artificial Intelligence
Simona Pesaresi – ProQuest LLC, 2022
Essential to a flourishing society in a changing environment, knowledge creation has become pervasive across social sectors. Creative work with knowledge and ideas requires dynamic forms of collaboration in which individuals adapt goals as new advances and problems emerge. To prepare students for creative knowledge work, new classroom designs…
Descriptors: Classroom Communication, Inquiry, Active Learning, Cooperative Learning
Ji-Eun Lee; Caroline Byrd Hornburg; Jenny Yun-Chen Chan; Erin Ottmar – Grantee Submission, 2022
This study investigated the effects of (1) proximal grouping of numbers; (2) problem-solving goals to make 100; and (3) prior knowledge on students' initial solution strategies in an interactive online mathematics game. In this game, students transformed an initial expression into a perceptually different but mathematically equivalent goal state.…
Descriptors: Problem Solving, Electronic Learning, Mathematics Activities, Game Based Learning
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Ji-Eun Lee; Caroline Byrd Hornburg; Jenny Yun-Chen Chan; Erin Ottmar – Journal of Numerical Cognition, 2022
This study investigated the effects of: (1) proximal grouping of numbers; (2) problem-solving goals to make 100; and (3) prior knowledge on students' initial solution strategies in an interactive online mathematics game. In this game, students transformed an initial expression into a perceptually different but mathematically equivalent goal state.…
Descriptors: Problem Solving, Electronic Learning, Mathematics Activities, Game Based Learning
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Aakriti Kumar; Aaron S. Benjamin; Andrew Heathcote; Mark Steyvers – npj Science of Learning, 2022
Practice in real-world settings exhibits many idiosyncrasies of scheduling and duration that can only be roughly approximated by laboratory research. Here we investigate 39,157 individuals' performance on two cognitive games on the Lumosity platform over a span of 5 years. The large-scale nature of the data allows us to observe highly varied…
Descriptors: Comparative Analysis, Computational Linguistics, Learning Processes, Computer Games
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Kato, Fumie; Spring, Ryan; Mori, Chikako – Language Teaching Research, 2023
This quasi-experimental study reports on the outcomes of a video-synchronous learning program in which an element of project-based foreign language learning was integrated. The project chosen was to cooperatively create a homepage. American students learning Japanese in the United States and Japanese students learning English in Japan made pairs…
Descriptors: Comparative Analysis, Student Projects, Active Learning, Videoconferencing
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Eagan, Timothy – NECTFL Review, 2023
This article emphasizes the importance of success criteria as a tool to support students' academic success. Research has consistently shown that strong teacher-student relationships lead to improved academic outcomes, but building strong relationships involves defining their impact on student learning outcomes. Success criteria support personal…
Descriptors: Academic Achievement, Outcomes of Education, Culturally Relevant Education, Teacher Student Relationship
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Charlotte N. Gunawardena; Yan Chen; Nick Flor; Damien Sánchez – Online Learning, 2023
Gunawardena et al.'s (1997) Interaction Analysis Model (IAM) is one of the most frequently employed frameworks to guide the qualitative analysis of social construction of knowledge online. However, qualitative analysis is time consuming, and precludes immediate feedback to revise online courses while being delivered. To expedite analysis with a…
Descriptors: Models, Learning Processes, Knowledge Level, Online Courses
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Donald A. Saucier; Tucker L. Jones; Tiffany J. Lawless; Amanda L. Martens; Conor J. O'Dea; Svyatoslav Prokhorets; Evelyn Stratmoen – College Teaching, 2025
We designed and implemented an innovative teacher learning activity within the context of a graduate course. Course-takers created and completed a teaching demonstration and their "students" (i.e., fellow course-takers) were each assigned a specific role to play (e.g., disengaged) in order to provide the "teachers" with…
Descriptors: Active Learning, Role Playing, Demonstrations (Educational), Learning Activities
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Isabel Muñoz-San Roque; Gonzalo Aza-Blanc; Marta Hernández-Arriaza; Eluska Fernández – European Journal of Psychology of Education, 2025
Self-regulation of learning refers to the actions that students perform before, during and after their learning processes take place and has a social and collaborative component. This article analyses key dimensions of learning regulation in a sample of 697 students from different subject areas (Education, Engineering, Economics and Law studies)…
Descriptors: College Students, Self Management, Peer Relationship, Fatigue (Biology)
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Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
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