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Smith, Ben O.; White, Dustin R.; Kuzyk, Patricia C.; Tierney, James E. – Journal of Economic Education, 2018
Information provided at the moment a person makes a decision can influence behavior in predictable ways. The United Kingdom's Behavioural Insights Team have used this idea to help improve the insulation of lofts, collect taxes, and even reduce litter. The authors of this article developed software that appends a personalized message to each…
Descriptors: Grades (Scholastic), Electronic Mail, Educational Technology, Technology Uses in Education
Heath, Vickie L. – ProQuest LLC, 2013
This quantitative study explored if significant differences exist between how fifth-grade students produce a written response to a narrative prompt using online versus offline writing platforms. The cultural and social trend of instructional and assessment writing paradigms in education is shifting to online writing platforms (National Assessment…
Descriptors: Statistical Analysis, Writing Skills, Grade 5, Prompting
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Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat – Interactive Learning Environments, 2014
This article introduces StoryTech, a smart storytelling toy that offers children a mixed reality environment in which to tell imaginative stories. During usability testing, an empirical study was carried out with 90 child participants. The findings indicated that StoryTech creates a rich storytelling experience, especially for ages five and six.
Descriptors: Story Telling, Toys, Educational Technology, Blended Learning
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Beschorner, Beth; Hutchison, Amy – Journal of Research in Childhood Education, 2016
This study explored the impact of a parent education program and the contextual factors that influenced the experiences of families in the program. Seventeen parents completed a 9-week, face-to-face program and 15 parents completed a similar online program. This study was designed as a multiple case study and utilized multimethods for data…
Descriptors: Parent Education, Context Effect, Program Effectiveness, Online Courses
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Lee, Chun-Yi; Chen, Ming-Jang; Chang, Wen-Long – EURASIA Journal of Mathematics, Science & Technology Education, 2014
The aim of this study is to investigate the effects of solution methods and question prompts on generalization and justification of non-routine problem solving for Grade 9 students. The learning activities are based on the context of the frog jumping game. In addition, related computer tools were used to support generalization and justification of…
Descriptors: Mathematics Instruction, Problem Solving, Computer Games, Educational Technology
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Piksööt, Jaanika; Sarapuu, Tago – Journal of Educational Computing Research, 2014
This study investigates ways to enhance secondary school students' knowledge transfer in complex science domains by implementing question prompts. Two samples of students applied two web-based models to study molecular genetics--the model of genetic code (n = 258) and translation (n = 245). For each model, the samples were randomly divided into…
Descriptors: Transfer of Training, Prompting, Questioning Techniques, Genetics