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Carbonell Carrera, Carlos; Bermejo Asensio, Luis A. – Journal of Geography in Higher Education, 2017
Landscape interpretation is needed for navigating and determining an orientation: with traditional cartography, interpreting 3D topographic information from 2D landform representations to get self-location requires spatial orientation skill. Augmented reality technology allows a new way to interact with 3D landscape representation and thereby…
Descriptors: Geography, Spatial Ability, Maps, Computer Simulation
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Cejudo, Javier; Latorre, Sebastián – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The aim of the present research is to experimentally assess the effects of a videogame program ("Spock") for improving emotional intelligence (EI) as an ability among a sample of adolescents. Method: The sample was made up of 92 adolescents, aged 17 to 19, who were currently studying the second year of…
Descriptors: Video Games, Educational Technology, Emotional Intelligence, Adolescents
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Núñez, Juan Carlos Casañ – The EUROCALL Review, 2017
Listening, watching, reading and writing simultaneously in a foreign language is very complex. This paper is part of wider research which explores the use of audiovisual comprehension questions imprinted in the video image in the form of subtitles and synchronized with the relevant fragments for the purpose of language learning and testing.…
Descriptors: Teaching Methods, Audiovisual Instruction, Comprehension, Second Language Instruction
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González-Gómez, David; Jeong, Jin Su; Airado Rodríguez, Diego; Cañada-Cañada, Florentina – Journal of Science Education and Technology, 2016
"Flipped classroom" teaching methodology is a type of blended learning in which the traditional class setting is inverted. Lecture is shifted outside of class, while the classroom time is employed to solve problems or doing practical works through the discussion/peer collaboration of students and instructors. This relatively new…
Descriptors: Science Instruction, Educational Technology, Blended Learning, Technology Uses in Education
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del Moral-Pérez, Mª Esther; Fernández-García, Laura Carlota; Guzmán-Duque, Alba Patricia – Electronic Journal of Research in Educational Psychology, 2015
Introduction: Our research focused on studying the extent to which the planned, systematic use of educational videogames can result in the generation of learning contexts conducive to developing Multiple Intelligences (MIs) amongst schoolchildren. Methodology: A twofold methodological approach was adopted: a) qualitative: previous assessment and…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Multiple Intelligences
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Andújar-Vaca, Alberto; Cruz-Martínez, Maria-Soledad – Comunicar: Media Education Research Journal, 2017
This study investigates the benefits of Mobile Mediated Communication (MMC) to develop oral skills in second-language learners. A total of 80 Spanish students taking a B1 English course at the University of Almería were studied in this research. According to treatment type, subjects were divided in two groups, experimental and control. A…
Descriptors: Foreign Countries, Handheld Devices, Computer Oriented Programs, Computer Mediated Communication
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Esteban-Sánchez, Natalia; Pizarro, Celeste; Velázquez-Iturbide, J. Ángel – IEEE Transactions on Education, 2014
An evaluation of the educational effectiveness of a didactic method for the active learning of greedy algorithms is presented. The didactic method sets students structured-inquiry challenges to be addressed with a specific experimental method, supported by the interactive system GreedEx. This didactic method has been refined over several years of…
Descriptors: Active Learning, Experimental Groups, Control Groups, Mathematics Instruction
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Sáez-López, José-Manuel; Miller, John; Vázquez-Cano, Esteban; Domínguez-Garrido, María-Concepción – Educational Technology & Society, 2015
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and attitudes of all members of the educational community through a quasi-experimental approach. The research presents three dimensions oriented to assessing the use of this application in a didactic unit "History and Architecture"…
Descriptors: Foreign Countries, Video Games, Middle Schools, Middle School Students
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Palao, Jose Manuel; Hastie, Peter Andrew; Guerrero Cruz, Prudencia; Ortega, Enrique – Technology, Pedagogy and Education, 2015
The purpose of this study was to assess the effectiveness of the use of video feedback on student learning in physical education, while also examining the teacher's responses to the innovation. Three classes from one Spanish high school participated in different conditions for learning hurdles in a track and field unit. These conditions compared…
Descriptors: Video Technology, Physical Education, Performance Based Assessment, Feedback (Response)
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Casquero, Oskar; Portillo, Javier; Ovelar, Ramón; Romo, Jesús; Benito, Manuel – International Journal of Virtual and Personal Learning Environments, 2013
Knowing whether Personal Learning Environments (PLEs) could transfer Web 2.0 affordances, which have been focused on the non-educational or recreational sphere, to the institutional sphere is important to move the research agenda beyond "cool uses" and to understand how the learning process is affected when students use this new type of…
Descriptors: Higher Education, Web 2.0 Technologies, Individualized Instruction, Educational Environment
Rodriguez-Conde, M. J.; Olmos Miguelanez, S.; Perochena Gonzalez, P.; Herrera Garcia, E. – Online Submission, 2011
Coexistence and moral education are areas of great interest in Spanish compulsory education, especially in the period that comprises between 12 and 16 years of age, named "compulsory secondary education" in Spain. With the aim to improve the processes of coexistence within this level, this research team on education from the University…
Descriptors: Ethical Instruction, Secondary Education, Compulsory Education, Foreign Countries
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Casquero, Oskar; Portillo, Javier; Ovelar, Ramon; Romo, Jesus; Benito, Manuel – Digital Education Review, 2010
The institutionally powered Personal Learning Environment (iPLE) constitutes our vision of how Web 2.0 technologies, people arrangement and data sharing could be applied for delivering open, flexible, distributed and learner-centred learning environments to university members. Based on the iPLE, this paper explores a strategy approach that…
Descriptors: Foreign Countries, Network Analysis, Strategic Planning, Cooperative Learning