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Daniel F. McCain; Evelyn K. McCain – Journal of Chemical Education, 2024
The following activity was developed to allow students to actively participate in and measure the kinetics of a multistep process. Each group of students is given a stack of blank coloring pages, each with a rainbow design printed on it. Each student in a group is given a different color crayon and colors in their portion of the picture before…
Descriptors: Kinetics, Color, Visual Aids, Chemistry
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Joshua Meyer – Experiential Learning and Teaching in Higher Education, 2024
This paper addresses a call for submissions to provide greater clarity on the defining features of experiential learning. This is accomplished with a critical review of literature relevant to experiential learning and a qualitative-leading, mixed-method investigation exploring the defining features, canonical works, and theoretical foundations of…
Descriptors: Experiential Learning, Experience, Personal Autonomy, Teaching Methods
James Malamut – ProQuest LLC, 2024
Joint activity, or interaction, can be the basis for understanding how language use organizes both social activity as well as individual thought. These interactions can be a useful unit of analysis for studying how students use language to make sense of mathematical concepts and how students learn to appropriate specific mathematical language…
Descriptors: Mathematics Education, Opportunities, Interaction, Language Usage
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Paul Kelber; Ian Grant Mackenzie; Victor Mittelstädt – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2024
Context information can guide cognitive control, but both the extent and the underlying processes are poorly understood. Previous studies often found that the congruency sequence effect (CSE) is larger when perceptual context features (e.g., modality and format) of task-related distractors and targets repeat compared to change. However, it is…
Descriptors: Foreign Countries, College Students, Cognitive Processes, Learning Modalities
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Gaia Olivo; Jonas Persson; Martina Hedenius – npj Science of Learning, 2024
Developmental dyslexia (DD) is defined as difficulties in learning to read even with normal intelligence and adequate educational guidance. Deficits in implicit sequence learning (ISL) abilities have been reported in children with DD. We investigated brain plasticity in a group of 17 children with DD, compared with 18 typically developing (TD)…
Descriptors: Dyslexia, Brain, Children, Training
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Stuart Evans; Kellie Sanders – Strategies: A Journal for Physical and Sport Educators, 2024
Many high school students fear and dislike introductory biomechanics, which can add to the challenges physical educators face in teaching and supporting their students' learning. There is evidence that active and participative learning approaches can improve student engagement with and understanding of biomechanical concepts. This can be done by…
Descriptors: Game Based Learning, Biomechanics, High School Students, Learner Engagement
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Sharon Rice; John Stewart – Strategies: A Journal for Physical and Sport Educators, 2024
In a difficult post-pandemic world, far too many students report feelings of loneliness, anxiety, and depression. In response to this mental health crisis, educators increasingly emphasize affective or social and emotional learning. Mindfulness practices, implemented in and outside of the classroom, are potentially valuable affective learning…
Descriptors: Metacognition, Humanistic Education, Learning Processes, Mental Health
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Kirk Vanacore; Ashish Gurung; Adam Sales; Neil Heffernan – Society for Research on Educational Effectiveness, 2024
Background: Gaming the system -- attempting to progress through a learning activity without learning (R. Baker et al., 2008) -- is an enduring problem that reduces the efficacy of Computer Based Learning Platforms (CBLPs). Researchers made substantial progress in identifying instances when students are gaming the system (Baker et al., 2006; Dang…
Descriptors: Gamification, Program Effectiveness, Computer Assisted Instruction, Feedback (Response)
Kimberly A. Redman; Darunporn Honghern – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Darunporn Honghern; Kimberly A. Redman – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Rebecca Ann Free – ProQuest LLC, 2024
Notable gaps in academic literature exist as it pertains to understanding the influence of institutional characteristics on modality enrollment patterns in the community college environment. Given these gaps, this study examined whether institutional control, locale, and size could serve as predictors of whether a community college is more…
Descriptors: Community Colleges, Institutional Characteristics, College Enrollment, Enrollment Influences
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Nana Kwon – English Teaching, 2024
This study investigates how working memory (WM) capacity and L2 linguistic knowledge affect L2 literal and inferential reading comprehension, considering the presence or absence of background knowledge. Eighty upper-intermediate to advanced adult English learners participated, completing tasks to assess WM capacity, background knowledge, L2…
Descriptors: Short Term Memory, Prior Learning, Second Language Learning, Knowledge Level
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Joseph B. Quinto; Manilyn R. Cacanindin – Advanced Education, 2024
Despite numerous studies about language learning strategies (LLSs), many learners still misunderstand their effectiveness, thinking they require too much effort for minimal gain. Additionally, students have varied and conflicting preferences for LLSs, and factors like cultural background influence their choices, indicating a need for more research…
Descriptors: Classification, Second Language Learning, Learning Strategies, Undergraduate Students
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Lisa Meerts-Brandsma; Bryn Spielvogel; Hilary Lambert; Jim Sibthorp – Journal of Experiential Education, 2024
Background: Practitioners want to create meaningful experiences for youth because they provide positive benefits. Immersion semester high schools are likely to provide meaningful experiences. Purpose: This study sought to identify what types of activities are most meaningful to youth, whether activities are more meaningful in immersion semester…
Descriptors: Experiential Learning, High School Students, Learning Activities, Psychological Patterns
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Ye Jia; Xiangzhi Eric Wang; Zackary P. T. Sin; Chen Li; Peter H. F. Ng; Xiao Huang; George Baciu; Jiannong Cao; Qing Li – IEEE Transactions on Learning Technologies, 2024
One of the promises of edu-metaverse is its ability to provide a virtual environment that enables us to engage in learning activities that are similar to or on par with reality. The digital enhancements introduced in a virtual environment contribute to our increased expectations of novel learning experiences. However, despite its promising…
Descriptors: Computer Simulation, Educational Technology, Learning Processes, Socialization
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