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Raish, Victoria; Rimland, Emily – College & Research Libraries, 2016
Digital badges are an educational innovation used to measure learning of specific skills, such as information literacy. However, few studies have quantitatively surveyed employers for their perceptions about information literacy skills or digital badges. An online survey was developed and sent to employers to gauge perceptions of information…
Descriptors: Information Skills, Employer Attitudes, Statistical Analysis, Outcome Measures
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Pérez, Jorge; Vizcarro, Carmen; García, Javier; Bermúdez, Aurelio; Cobos, Ruth – IEEE Transactions on Education, 2017
In the context of higher education, a competence may be understood as the combination of skills, knowledge, attitudes, values, and abilities that underpin effective and/or superior performance in a professional area. The aim of the work reported here was to design a set of procedures to assess a transferable competence, i.e., problem solving, that…
Descriptors: Problem Solving, Computer Science Education, Minimum Competency Testing, Competency Based Education
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Song, Jingjing; Zuo, Bin; Wen, Fangfang; Yan, Lei – British Journal of Guidance & Counselling, 2017
Exposure to negative math-gender stereotypes undermines the intentions of female college students to engage in careers in the math field, yet the mechanisms by which such stereotypes relate to girls' career intentions remain unclear. We simultaneously tested multiple mediators in a sample of 186 female students from one high school in central…
Descriptors: Gender Bias, Sex Stereotypes, Career Choice, Mathematics Education
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Cisneros, Jesus; Cadenas, German – Journal of Student Affairs Research and Practice, 2017
DREAMzone is an educational intervention designed to increase higher education professionals' competency and self-efficacy for working with undocumented students. Grounded in social learning theory, we developed the DREAMer-ally instrument to investigate the effects of DREAMzone on DREAMer-ally competency and self-efficacy. Findings support the…
Descriptors: Higher Education, Staff Development, Self Efficacy, Competency Based Education
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Inchamnan, Wilawan – IAFOR Journal of Education, 2016
This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL). A behavior analysis for measuring the creative potential of computer game activities and learning…
Descriptors: Computer Games, Learning Activities, Science Process Skills, Check Lists