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Mayer, Richard E.; Johnson, Cheryl I. – Journal of Educational Computing Research, 2010
Students learned about electrical circuits in an arcade-type game consisting of 10 levels. For example, in one level students saw two circuits consisting of various batteries and resistors connected in series or parallel, and had to indicate which one had a higher rate of moving current. On levels 1-9, all students received a correct tone and had…
Descriptors: Feedback (Response), Educational Games, Experiential Learning, Science Instruction
KEISLAR, E.R.; WITTROCK, M.C. – 1964
VERBAL CUEING UNDER CONDITIONS COMPARABLE TO THE CLASSROOM WAS STUDIED TO TEST THE HYPOTHESES THAT THE SPECIFICITY OF VERBAL CUES DURING TRAINING IS INVERSELY RELATED TO BREADTH OF TRANSFER OF THE ABILITY TO DISCOVER A PROBLEM SOLUTION IN THE ABSENCE OF CUES. THREE DIFFERENT EXPERIMENTS WERE CARRIED OUT, EACH UTILIZING 50 TO 150 CHILDREN AS…
Descriptors: College Students, Discovery Processes, Problem Solving, Prompting