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Kumar, Abhilasha A.; Steyvers, Mark; Balota, David A. – Cognitive Science, 2021
Considerable work during the past two decades has focused on modeling the structure of semantic memory, although the performance of these models in complex and unconstrained semantic tasks remains relatively understudied. We introduce a two-player cooperative word game, Connector (based on the boardgame Codenames), and investigate whether…
Descriptors: Semantics, Recall (Psychology), Cooperative Learning, Game Based Learning
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Johnson, Jaclyn E.; Barr, Nancy B. – Online Learning, 2021
Hands-on lab experiences are essential for enabling students to be successful engineers, especially those who identify as kinesthetic learners. This case study describes how a Mechanical Engineering Practice course sequence was redesigned during the COVID-19 emergency transition to remote learning and examines how students responded to these…
Descriptors: Experiential Learning, Engineering Education, Student Experience, Electronic Learning
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Bourina, Helena V.; Dunaeva, Larisa A. – E-Learning and Digital Media, 2021
The formation of hypertext competence emerges from a combination of methods, tools and technologies that provide communication between hypertext network devices with the aim of transmitting information. The information transmitted may be diverse depending on its type and content and is intended to be used collectively through network information…
Descriptors: Hypermedia, Competence, Computer Simulation, Multimedia Instruction
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Crosslin, Matt – Current Issues in Education, 2021
In the Fall of 2014, several universities came together to offer a unique "dual-layer" open online course. This course was designed with two complete layers from two different course design modalities (instructivism and connectivism). Learners were granted the freedom to create an individualized pathway through the course involving…
Descriptors: Open Education, Online Courses, Universities, Learning Processes
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Pujolà, Joan-Tomàs – Research-publishing.net, 2021
Gamification is a methodological strategy that uses "game design elements in non-game contexts" (Deterding, Dixon, Khaled, and Nacke 2011). The purpose of gamification is to engage people, motivate action, promote learning, and solve problems. This chapter describes examples of Spanish content gamifications that integrate different game…
Descriptors: Second Language Learning, Second Language Instruction, Game Based Learning, Spanish
Kellie J. L. Seals – ProQuest LLC, 2021
Interest is a unique internal motivator of learning that can be sustained and developed by outside influences. A challenge in rural areas is instilling interest in young adults to pursue careers local industries demand in order to mitigate rural out-migration. The purpose of this mixed methods intervention study was to determine if and explain how…
Descriptors: Authentic Learning, Experiential Learning, Teacher Student Relationship, Vocational Interests
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Donna Hess – Issues and Trends in Learning Technologies, 2021
This review examines instructional design principles from Behaviorist, Cognitivist, Constructivist, and Contemporary learning inspired models within the landscape of Arabic language education research. Specific characteristics from instructional design models such as ADDIE, Morrison, Ross, and Kemp, ASSURE, and Rapid Prototyping are explored…
Descriptors: Instructional Design, Arabic, Technology Integration, Learning Theories
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Stanley Richards; Nancy Zuckerbrod; Kristin De Vivo, Contributor; Kate Felsen, Contributor; Courtney Paulger, Contributor; Denis Udall, Contributor – Lucas Education Research, George Lucas Educational Foundation, 2021
This paper provides an overview of the research landscape for the kind of professional learning needed for project-based learning to succeed. The evidence is clear that such professional learning must ensure teachers are active, self-directed learners who receive support that is meaningful and relevant to their experiences and context. The authors…
Descriptors: Student Projects, Active Learning, Advanced Placement Programs, Inquiry
Najib A. Mozahem – Sage Research Methods Cases, 2021
The internet has had a vast and pervasive effect on many industries. It has resulted in the creation of new industries and has overhauled the dynamics that governed existing industries. One of the most traditional industries that is now struggling to cope with the changes brought on by the internet is the industry of higher education. Students can…
Descriptors: Social Sciences, Electronic Learning, Learning Management Systems, Higher Education
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Samaroo, Diana; Tsenova, Liana; Han, Sandie; Ghosh-Dastidar, Urmi – Science Education and Civic Engagement, 2022
The Prospect Park Biodiversity Project was a SENCER collaboration project between the Departments of Biological Sciences, Chemistry, and Mathematics at the New York City College of Technology. The goal of this project was to enhance students' participation and learning in STEM disciplines through a civically engaged framework. The project utilized…
Descriptors: STEM Education, Interdisciplinary Approach, Biodiversity, College Students
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Foxworth, Lauren L.; Hashey, Andrew I.; Dexter, Courtney; Rasnitsyn, Shelly; Beck, Rachel – TEACHING Exceptional Children, 2022
Explicit Instruction (EI) and Universal Design for Learning (UDL) have been identified as high-leverage instructional practices in special education, effective for bolstering academic outcomes among learners with processing difficulties and enabling all learners to access curriculum. Given the breadth of research supporting the use of EI across…
Descriptors: Access to Education, Students with Disabilities, Outcomes of Education, Learning Problems
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Frick, Theodore W.; Myers, Rodney D.; Dagli, Cesur – Educational Technology Research and Development, 2022
In this naturalistic design-research study, we tracked 172,417 learning journeys of students who were interacting with an online resource, the Indiana University Plagiarism Tutorials and Tests (IPTAT) at https://plagiarism.iu.edu. IPTAT was designed using First Principles of Instruction (FPI; Merrill in Educ Technol Res Dev 50:43-59, 2002,…
Descriptors: Time, Educational Principles, Instructional Design, Instructional Effectiveness
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Raman, Arumugam; Thannimalai, Raamani; Rathakrishnan, Mohan; Ismail, Siti Noor – International Journal of Instruction, 2022
Web-based course management such as Moodle platforms is gaining popularity in e-learning in higher education. However, there is very little published research that has linked the Self-Determination Theory to technology usage. The purpose of this quantitative study is to examine the influence of UTAUT2 constructs and Intrinsic Motivation (autonomy,…
Descriptors: Student Motivation, Student Behavior, Intention, Technology Uses in Education
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Shintaku, Kayo – Foreign Language Annals, 2022
Due to its accessibility and popularity, anime has been explored as a motivation for learning Japanese and as a pedagogical tool linking Japanese-as-a-foreign-language (JFL) literacy practices inside and outside of the classroom. However, JFL learners' actual practices in anime-mediated self-directed learning have not been fully investigated.…
Descriptors: Independent Study, Japanese, Second Language Learning, Second Language Instruction
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Ma, Jie; Jiang, Xugan; Wang, Jia; Liang, Zhaofeng; Sun, Zixuan; Qian, Hui; Gong, Aihua – Biochemistry and Molecular Biology Education, 2022
In order to cultivate the ability of independent learning and lifelong learning of medical students, improve the ability of students to analyze and solve problems, improve the competence of medical talents and cultivate high-level and innovative talents, we have constructed the blended teaching model of "Clinical Case Investigation--Online…
Descriptors: Foreign Countries, Medical Students, Medical Education, Blended Learning
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