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Humaira Mariyam B.; V. K. Karthika – Educational Philosophy and Theory, 2025
Games are used as effective pedagogical tools in language classrooms. Gamifying language tasks can motivate learners to actively participate in the learning process. Probing how games in English language classrooms enable rhizomatic learning, this research study explores how the use of collaborative drawing, elements of gamification, and…
Descriptors: Game Based Learning, Cooperative Learning, Freehand Drawing, Visual Aids
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Conie Mae Sudaria; Joje Mar P. Sanchez – Science Education International, 2024
The study examined how well Structure of the Observed Learning Outcome (SOLO)-based formative evaluations might improve students' comprehension in the context of science education, with an emphasis on seismic events like earthquakes. Using a mixed-method research design, the study assesses students' entry understanding, how they advance through…
Descriptors: Science Education, Science Instruction, Teaching Methods, Seismology
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Husni Mubarok; Chi-Jen Lin; Gwo-Jen Hwang – Interactive Learning Environments, 2024
In language learning, it is important to foster students' computational thinking and improve their skills of building arguments and dialectical structure, teamwork, and decision accuracy. This is especially so in English language courses which aim to promote students' cultural learning interest, creative thinking, and oral presentation.…
Descriptors: English (Second Language), Computer Simulation, Second Language Learning, Cooperative Learning
Sen Wang – ProQuest LLC, 2023
An experimental study was conducted to examine the effects of shared book reading and video viewing on preschoolers' vocabulary and knowledge acquisition in informational text. The study included 60 preschool children who were randomly assigned to three experimental groups --shared book reading group, video viewing group, and shared book reading…
Descriptors: Books, Reading, Preschool Children, Vocabulary Development
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Sarah D. DeVille-Holly – Journal of Access Services, 2024
This article explores the library space needs and wants of graduate and undergraduate students at a medium-size state University in Southwest Florida. The researcher conducted a sequential explanatory mixed methods study in which they administered a survey to all currently enrolled graduate and undergraduate students at the university and followed…
Descriptors: Undergraduate Students, Library Facilities, Space Utilization, Learner Engagement
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Mimi Li; Meixiu Zhang – CALICO Journal, 2024
This article reports an empirical study on embedding digital literacies in the language teacher education curriculum with pre-service and in-service teachers enrolled in a graduate-level language teaching method course. Two different types of technology-mediated collaborative tasks were implemented, one being collaborative reading for writing…
Descriptors: Digital Literacy, Teacher Education Curriculum, Visual Aids, Language Teachers
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Yong, Su Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Game-Based Learning, 2019
This article explores the potential use metacognitive skills learned in computer games to teach mathematics. This study explored the similarities and differences in the learning of metacognitive skills between computer games and mathematics education. A mixed-methods approach was employed in which a quantitative survey (students, n=174) and a…
Descriptors: Metacognition, Thinking Skills, Skill Development, Computer Games
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Bhattacharyya, Gautam; Harris, Michael S. – Journal of Chemical Education, 2018
We report our research of seven pairs of students enrolled in the second semester of sophomore-level organic chemistry as they attempted to describe (in their own words) and draw, respectively, three electron-pushing diagrams of three-step reaction mechanisms. The tasks' objective was to accurately reproduce the diagrams based solely on the…
Descriptors: Science Instruction, Organic Chemistry, College Science, Undergraduate Study
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Talaván, Noa; Ávila-Cabrera, José Javier – Interpreter and Translator Trainer, 2021
This article presents the SONAR project ("Subtitulación sOcial para proporcioNar Accesibilidad audiovisual en la univeRsidad" [SOcial subtitliNg to provide Audiovisual accessibility at the univeRsity]). Conducted to assess the validity of the creation of social subtitling networks, its ultimate goal is to better understand the role that…
Descriptors: Translation, Visual Aids, Program Descriptions, Social Networks
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Kershner, Ruth; Warwick, Paul; Mercer, Neil; Kleine Staarman, Judith – Education 3-13, 2014
We focus on children's approaches to managing group work in classrooms where collaborative learning principles are explicit. Small groups of 8-10 year olds worked on collaborative science activities using an interactive whiteboard. Insubsequent interviews, they spoke of learning to "be patient" and "wait", for multiple social…
Descriptors: Foreign Countries, Elementary School Students, Cooperative Learning, Bulletin Boards
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Wang, Yuping; Chen, Nian-Shing – Interactive Learning Environments, 2012
This article examines the degrees of collaborative language learning that were supported in cyber face-to-face interaction. The concept of "cyber face-to-face" is used here to encapsulate the kind of environment in which a combination of real-time oral/aural, visual, and text-based interaction happens simultaneously via the various…
Descriptors: Foreign Countries, Video Technology, Interaction, Constructivism (Learning)
Abbott, Lindsey; Dornbush, Abby; Giddings, Anne; Thomas, Jennifer – Online Submission, 2012
In the action research project report, the teacher researchers found that many kindergarten and first-grade students did not have the reading readiness skills to be reading at their benchmark target. The purpose of the project was to improve the students overall reading ability. The dates of the project began on September 8 through December 20,…
Descriptors: Check Lists, Reading Readiness, Phonemics, Action Research