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Showing 1 to 15 of 22 results Save | Export
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Jakobsen, Krisztina V.; McIlreavy, Megan; Marrs, Sarah – Psychology Learning and Teaching, 2014
Using a quasi-experimental design, the authors examined student performance (i.e., exam scores) in a traditional, lecture-based course (n = 43) and a team-based learning (TBL) course (n = 47). Students from James Madison University, USA--who were unaware that the two sections of the course were taught using different methods--self-selected into…
Descriptors: Quasiexperimental Design, Attendance, Academic Achievement, Tests
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Sherer, Renslow; Wan, Yu; Dong, Hongmei; Cooper, Brian; Morgan, Ivy; Peng, Biwen; Liu, Jun; Wang, Lin; Xu, David – Advances in Physiology Education, 2014
To modernize its stagnant, traditional curriculum and pedagogy, the Medical School of Wuhan University in China adopted (with modifications) the University of Chicago's medical curriculum model. The reform effort in basic sciences was integrating histology and physiology into one course, increasing the two subjects' connection to clinical…
Descriptors: Foreign Countries, Medical Schools, Educational Change, Teaching Methods
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Schaffhauser, Dian – T.H.E. Journal, 2009
This article features two high school chemistry teachers, Aaron Sams and Jonathan Bergmann, who have overturned conventional classroom instruction by using video podcasts to form the root of a new learning model. Thumbing through an issue of "MacWorld" a few years ago, Aaron Sams was struck by an article about an application called ProfCast that…
Descriptors: Mastery Learning, Chemistry, High Schools, Science Teachers
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Towler, Annette – Human Resource Development Quarterly, 2009
This study focuses on trainer expressiveness and trainee mastery orientation within the context of the seductive details effect. The seductive details effect refers to inclusion of "highly interesting and entertaining information that is only tangentially related to the topic" (Harp & Mayer, 1998, p. 1). One hundred thirty-two participants…
Descriptors: Goal Orientation, Recall (Psychology), Trainees, Undergraduate Students
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Rae, Andrew; Samuels, Peter – Computers & Education, 2011
The Personalised System of Instruction is a form of mastery learning which, though it has been proven to be educationally effective, has never seriously challenged the dominant lecture-tutorial teaching method in higher education and has largely fallen into disuse. An information and communications technology assisted version of the Personalised…
Descriptors: Video Technology, Higher Education, Management Systems, Mastery Learning
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Majeski, Robin; Stover, Merrily – Educational Gerontology, 2007
Online learning has enjoyed increasing popularity in gerontology. This paper presents instructional strategies grounded in Fink's (2003) theory of significant learning designed for the completely asynchronous online gerontology classroom. It links these components with the development of mastery learning goals and provides specific guidelines for…
Descriptors: Distance Education, Online Courses, Gerontology, Educational Strategies
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