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Smith, Jennifer; Musharraf, Mashrura; Veitch, Brian; Khan, Faisal – IEEE Transactions on Learning Technologies, 2022
For the offshore energy industry, virtual environment technology can enhance conventional training by teaching basic offshore safety protocols such as onboard familiarization and emergency evacuation. Virtual environments have the added benefit of being used to investigate the impact of different training approaches on competence. This pilot study…
Descriptors: Energy, Industry, Computer Simulation, Training
Hana Anderson; Jennifer A. Weil; Richard P. Tucker; Douglas S. Gross – Anatomical Sciences Education, 2024
The efficacy of the various pedagogies that are used in human anatomy laboratories has been extensively debated. Nevertheless, an important question remains relatively unexamined--how the learning experience in the anatomy laboratory impacts students' mastery and application of anatomical knowledge beyond the laboratory setting. In this study, the…
Descriptors: Anatomy, Science Instruction, Laboratory Experiments, COVID-19
Butler, Robert C.; Blair, Christopher D.; Newman, Rae Ette; Batchelor, Leah L – Teaching Statistics: An International Journal for Teachers, 2023
This study compared the effectiveness of teaching a distance education statistics course using a computer-aided personalized system of instruction (CAPSI) in comparison to a distance education course that used video lectures. Data were collected between 2017 and 2022. Two-hundred and sixty-eight students were included in the sample. Results…
Descriptors: Mastery Learning, Statistics Education, Online Courses, Teaching Methods
Idul, Joevi Jhun A.; Caro, Virgencita B. – International Journal of Science Education, 2022
This study investigates the effects of process-oriented guided inquiry learning (POGIL) on the academic performance and science process skills of Grade 10 Filipino students in science. Specifically, this study aimed to (1) determine and compare the level of academic performance of students when exposed to POGIL and non-POGIL and (2) assess the…
Descriptors: Science Process Skills, Inquiry, Active Learning, Science Achievement
Stefano Licchelli; Laura Barnett – Journal of Learning Development in Higher Education, 2023
Escape rooms are becoming prevalent in their use as a form of playful learning and gamification in higher education, often used for a multitude of purposes to enhance students' higher education learning experiences. Whilst studies have reported their valuable uses in a range of contexts, they have often focussed on undergraduates and fewer have…
Descriptors: Formative Evaluation, Virtual Classrooms, Gamification, Student Experience
Morris, Patricia; Ida, Aya Kimura; Migliaccio, Todd; Tsukada, Yusuke; Baker, Dylan – Teaching Sociology, 2020
Students often identify research methods classes as one of the most difficult and intimidating classes of their academic career. The objectives of this study were twofold. The first was to ascertain whether the use of group-centered, collaborative learning would improve student mastery of material compared to traditional, lecture-based classes.…
Descriptors: Cooperative Learning, Teamwork, Lecture Method, Instructional Effectiveness
Sani, Aulianuriy; Rochintaniawati, Diana; Winarno, Nanang – Journal of Science Learning, 2019
Teaching approaches in some school are still concentrating on memorizing. Teachers have to make the learning is meaningful for the students. One of the alternative tools is by using Brain-Based Learning. The purpose of this study is to investigate the effect of Brain-Based Learning on students' concept mastery in learning electric circuit for…
Descriptors: Teaching Methods, Brain Hemisphere Functions, Grade 8, Science Instruction
Hosseini, Hadi; Hartt, Maxwell; Mostafapour, Mehrnaz – ACM Transactions on Computing Education, 2019
Game-based learning has received significant attention in educational pedagogy as an effective way of increasing student motivation and engagement. The majority of the work in this area has been focused on digital games or games involving technology. We focus on the use of traditional game design in improving student engagement and perception of…
Descriptors: Game Based Learning, Computer Science Education, Learner Engagement, Higher Education
Petrovic-Dzerdz, Maristela – International Review of Research in Open and Distributed Learning, 2019
Recent findings have provided strong evidence that retrieval-based learning is an effective strategy for enhancing knowledge retention and long-term meaningful learning, but it is not a preferred learning strategy for the majority of students. The present research analyzes the application of learning gamification principles in online, open-book,…
Descriptors: Retention (Psychology), Learning Strategies, Game Based Learning, Multiple Choice Tests
Shakman, Karen; Foster, Brandon; Khanani, Noman; Marcus, Jill; Cox, Josh – Education Development Center, Inc., 2018
Student-centered learning encompasses four overlapping and complementary principles (JFF, 2014): competency-based progression, personalization, flexibility in where and when learning takes place, and facilitation of key skills and dispositions such as agency and ownership. To date, few studies have attempted to quantitatively characterize…
Descriptors: Competency Based Education, Student Centered Learning, Learner Engagement, Outcomes of Education

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