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Siantuba, Jackson; Nkhata, Leonard; de Jong, Ton – Smart Learning Environments, 2023
This study sought to develop and evaluate an online module based on inquiry learning with digital laboratories, which was intended to address students' misconceptions in a science domain. In a quasi-experimental design, 171 first-year students in a higher education introductory physics course on circular motion were as their existing groups…
Descriptors: College Freshmen, College Science, Introductory Courses, Physics
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Jenny, Seth E.; Schary, David P. – International Journal of Technology in Teaching and Learning, 2015
This mixed-methods study investigated the ability of motion-based video games (MBVG) to motivate adoption of authentic wall/rock climbing. The study also explored participants' perceptions of MBVG and authentic wall/rock climbing. University students (n = 24) with no previous climbing experience were randomly assigned into the game-first (GF) or…
Descriptors: Motion, Video Games, Physical Activities, Student Motivation
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Irby-Shasanmi, Amy; Oberlin, Kathleen C.; Saunders, Tiffani N. – Teaching Sociology, 2012
This article describes and evaluates an activity designed to demonstrate how biological factors (e.g., genetics), individual-level behaviors (e.g., smoking), and social factors (e.g., socioeconomic status) shape health status and access to health care. Active learning techniques were utilized to introduce the sociological imagination as it…
Descriptors: Social Class, Access to Health Care, Active Learning, Genetics