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Lin, Chien-Liang; Tsai, Chun-Yen – Journal of Science Education and Technology, 2021
The development of STEAM (Science, Technology, Engineering, Liberal Arts, and Mathematics) curricula has emerged in the past decade. A pedagogical STEAM (Scaffolding, Tutoring, Engaging, Argumentation, and Modeling) model was proposed in this study to implement interdisciplinary STEAM curricula. The effects of this model on students' project…
Descriptors: Instructional Effectiveness, Art Education, STEM Education, Interdisciplinary Approach
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Alicia Ndegwa; Mar Gutiérrez-Colón; Marni Manegre – Interactive Learning Environments, 2024
The on-going implementation of the new curriculum of the new education system in Kenya includes the administration of technology in the classroom. In this study, this was achieved through the use of a gamified app in a local private school in Kenya, a gamified Swahili app. As Swahili is the language that is Kenya's national and one of two official…
Descriptors: Foreign Countries, Reading Comprehension, African Languages, Comparative Analysis
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Brame, Cynthia J.; Biel, Rachel – CBE - Life Sciences Education, 2015
Testing within the science classroom is commonly used for both formative and summative assessment purposes to let the student and the instructor gauge progress toward learning goals. Research within cognitive science suggests, however, that testing can also be a learning event. We present summaries of studies that suggest that repeated retrieval…
Descriptors: Undergraduate Students, Testing Programs, Feedback (Response), Test Format
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Terrón-López, María-José; García-García, María-José; Velasco-Quintana, Paloma-Julia; Ocampo, Jared; Vigil Montaño, María-Reyes; Gaya-López, María-Cruz – European Journal of Engineering Education, 2017
The School of Engineering at Universidad Europea de Madrid (UEM) implemented, starting in the 2012-2013 period, a unified academic model based on project-based learning as the methodology used throughout the entire School. This model expects that every year, in each grade, all the students should participate in a capstone project integrating the…
Descriptors: Student Motivation, Active Learning, Student Projects, Curriculum Implementation
Condliffe, Barbara – MDRC, 2017
The concept of project-based learning (PBL) has garnered wide support among a number of K-12 education policy advocates and funders. This working paper builds on and updates a seminal literature review of PBL published in 2000. Focused primarily on articles and studies that have emerged in the 17 years since then, the working paper discusses the…
Descriptors: Active Learning, Student Projects, Elementary Secondary Education, Educational Principles
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Lawanto, Oenardi; Santoso, Harry B.; Liu, Yang – Educational Technology & Society, 2012
In this study, the relationship between students' interest in engineering design activities and their expectancy for success in grades 9-12 was evaluated. The theoretical frameworks developed by Eccles and colleagues (i.e., expectancy value) and Butler and Cartier (i.e., what the students bring to contexts under a self-regulated learning…
Descriptors: Design, Engineering Education, Expectation, Student Interests
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Putwain, Dave; Whiteley, Helen; Caddick, Lee – Educational Research, 2011
Background: It has been claimed that thematic or integrated approaches to curriculum delivery offer a range of advantages over subject-based modes of delivery including improved pupil motivation. Purpose: This study put claims regarding pupil motivation to the test, using the achievement goals framework. This contemporary approach to understanding…
Descriptors: Foreign Countries, Research Design, Student Motivation, Program Effectiveness
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Wang, Yuanqiong; Braman, James – Journal of Information Systems Education, 2009
Second Life is a three-dimensional (3D) electronic environment where members can socialize, hold virtual meetings, or conduct economic transactions. Utilizing virtual environments like Second Life is believed to provide educators with a new medium for teaching and information dissemination that bypasses the normal boundaries associated with…
Descriptors: Student Surveys, Learning Motivation, Virtual Classrooms, Learning Experience