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Sullivan, Angela Lene – ProQuest LLC, 2018
Modern day students in higher education are challenged by the daily struggle of balancing life outside of school, the impetus to use technology in many aspects of their daily tasks, and their self-identified placement along the Self-Determination Theory continuum; however, gamifying a class may benefit students needing motivational incentives as a…
Descriptors: Recognition (Achievement), Information Storage, College Students, Technology Uses in Education
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Kincal, Remzi Y.; Ozan, Ceyhun – International Journal of Progressive Education, 2018
The aim of the study is to investigate the effects of formative assessment on prospective teachers' academic achievement, attitudes towards educational measurement and self-regulation skills. In the study, quasi-experimental design including non-equivalent pre-test and post-test control group. There are 40 prospective teachers in each one of the…
Descriptors: Formative Evaluation, Preservice Teachers, Academic Achievement, Student Attitudes
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Abu, Nese Kutlu; Gökdere, Murat – Universal Journal of Educational Research, 2018
The purpose of this study is to examine whether the Grid Model practices affect students' motivation for self-regulation. In the study, quasi-experimental research design with pre-test/post-test control group was used. This study was conducted with a total of 74 students from 4th grade students in different primary schools in Amasya. Motivated…
Descriptors: Individualized Instruction, Student Motivation, Science Curriculum, Self Management
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Yang, Kai-Hsiang; Chu, Hui-Chun; Chiang, Li-Yu – Educational Technology & Society, 2018
Game-based learning (GBL) has been proven to be an attractive learning model by many studies; however, scholars have pointed out that the effectiveness of game-based learning could be limited if proper learning strategies are not incorporated. Prompting is a strategy that plays the important role of providing hints and guidance in interactive…
Descriptors: Educational Games, Grade 2, Elementary School Students, Elementary School Mathematics
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Engin, Gizem; Dikbayir, Ahmet; Genç, Salih Zeki – Educational Policy Analysis and Strategic Research, 2017
The research was carried out with 41 people educated in Ege University, Faculty of Education, Social Studies Teacher Training Department during the fall semester of 2015-2016 academic year. Quasi-experimental design was used in the study. Within the scope of the research, prospective teachers were taught learning strategies lasting for ten weeks.…
Descriptors: Learning Strategies, Critical Thinking, Help Seeking, Time Management
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Tsai, Chia-Wen; Shen, Pei-Di; Chiang, I-Chun; Chen, Wen-Yu; Chen, Yi-Fen – Interactive Learning Environments, 2018
The application of online learning and educational technologies in higher education has changed teaching methods, the channels of delivering learning materials, and modes of communication between teachers and students. This study is aimed to improve learning effects and investigate, via quasi-experiments, the effects of web-mediated…
Descriptors: Foreign Countries, Undergraduate Students, Web Based Instruction, Cooperative Learning
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Hervás Torres, Mirian; Fernández Martín, Francisco D.; Arco Tirado, José Luis; Miñaca Laprida, María Isabel – Electronic Journal of Research in Educational Psychology, 2017
Introduction: The low productivity that prevailing in recent years in Higher Education requires urgently institutional responses aimed to improving quality of university education contributing to the development among students of key competences for lifelong learning. In this sense, the aim of this research was to explore the effects of an…
Descriptors: Service Learning, College Students, Quasiexperimental Design, Pretests Posttests
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Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
Garcia Joven, Jose Elias – ProQuest LLC, 2018
The increasing numbers of ELL and bilingual students in high schools, their high dropout rate, their low performance on standardized tests, and their low representation in STEM and gifted programs make urgent the need to focus on productive and effective instructional techniques to teach math to ELL/bilingual students in ways that motivate them to…
Descriptors: English Language Learners, Bilingual Students, At Risk Students, Technology Uses in Education
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Gok, Tolga; Gok, Ozge – Asia-Pacific Forum on Science Learning and Teaching, 2016
The aim of this research was to investigate the effects of peer instruction on learning strategies, problem solving performance, and conceptual understanding of college students in a general chemistry course. The research was performed students enrolled in experimental and control groups of a chemistry course were selected. Students in the…
Descriptors: Peer Teaching, Chemistry, Science Instruction, Learning Strategies
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Sas, Magdalena; Bendixen, Lisa D.; Crippen, Kent J.; Saddler, Sterling – Journal of College Science Teaching, 2017
Online discussions have become inherent components of both face-to-face and distance education college courses, yet they often fail to provide much benefit to students' learning outcomes. One reason behind this phenomenon is the lack of or inadequate scaffolding or guidance provided to students when participating on asynchronous discussion boards.…
Descriptors: Health Sciences, Science Instruction, College Science, Concept Mapping
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Al-Rawahi, Nawar M.; Al-Balushi, Sulaiman M. – International Journal of Environmental and Science Education, 2015
The current study investigates the effectiveness of grade-ten students' reflective science journal writing on their self-regulated learning strategies. We used a pre-post control group quasi-experimental design. The sample consisted of 62 tenth-grade students (15 years old) in Oman, comprising 32 students in the experimental group and 30 students…
Descriptors: Metacognition, Learning Strategies, Science Instruction, Grade 10
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Jou, Min; Lin, Yen-Ting; Wu, Din-Wu – Interactive Learning Environments, 2016
With the development of information technology and popularization of web applications, students nowadays have grown used to skimming through information provided through the Internet. This reading habit led them to be incapable of analyzing or integrating information they have received. Hence, knowledge management and critical thinking (CT) have,…
Descriptors: Blended Learning, Critical Thinking, Educational Environment, Teaching Methods
Camara, Phyllis – ProQuest LLC, 2013
The Program for International Assessment tested students in mathematics from 41 countries and found that students in the United States ranked in the lowest percentile. This struggle with math among youth in the United States prompted this quasi-experimental quantitative study about using interactive technology to engage and motivate 9th grade…
Descriptors: Mathematics Achievement, Foreign Countries, Quasiexperimental Design, Statistical Analysis
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Zhonggen, Yu; Liu, Chang – International Journal of Information and Communication Technology Education, 2014
Use of Clickers in classroom teaching and learning has become growingly popular in USA. This study aims to identify whether use of Clickers in college English class can improve learners' English proficiency and enhance students' awareness of metacognition compared with traditional multimedia aided pedagogy in Malaysian contexts. By comparing the…
Descriptors: Audience Response Systems, Metacognition, Outcomes of Education, College English
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