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Jhangiani, Rajiv S.; Dastur, Farhad N.; Le Grand, Richard; Penner, Kurt – Canadian Journal for the Scholarship of Teaching and Learning, 2018
The increase in the cost of college textbooks together with the proliferation of digital content and devices has inspired the development of open textbooks, open educational resources that are free, openly licensed, and often peer-reviewed. Although several published studies have investigated the impact of open textbook adoption on educational…
Descriptors: Textbooks, Electronic Publishing, Student Attitudes, College Students
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Li, Qing; Vandermeiden, Elise; Lemieux, Collette; Nathoo, Shahista – International Journal for Technology in Mathematics Education, 2016
This study explored secondary students' learning experiences in mathematics through digital game building. In this study, students were asked to become designers and builders in order to coauthor their own mathematics learning. Grounded in enactivism, this study examined the impact of game building on students' achievement. In addition, it…
Descriptors: Secondary School Mathematics, Mathematics Instruction, Mathematics Education, Educational Technology
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Lasry, Nathaniel; Charles, Elizabeth; Whittaker, Chris – Physical Review Special Topics - Physics Education Research, 2014
Technology-rich student-centered classrooms such as SCALE-UP and TEAL are designed to actively engage students. We examine what happens when the design of the classroom (conventional or teacher-centered versus student-centered classroom spaces) is consistent or inconsistent with the teacher's epistemic beliefs about learning and teaching…
Descriptors: Teaching Methods, Educational Technology, Quasiexperimental Design, Comparative Analysis
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Cobb, Tom; Horst, Marlise – CALICO Journal, 2011
This study reports on the design and testing of an integrated suite of vocabulary training games for Nintendo[TM] collectively designated "My Word Coach" (Ubisoft, 2008). The games' design is based on a wide range of learning research, from classic studies on recycling patterns to frequency studies of modern corpora. Its general usage…
Descriptors: Foreign Countries, Vocabulary Development, Educational Technology, Educational Games