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Ashish Gurung; Kirk Vanacore; Andrew A. McReynolds; Korinn S. Ostrow; Eamon S. Worden; Adam C. Sales; Neil T. Heffernan – Grantee Submission, 2024
Learning experience designers consistently balance the trade-off between open and close-ended activities. The growth and scalability of Computer Based Learning Platforms (CBLPs) have only magnified the importance of these design trade-offs. CBLPs often utilize close-ended activities (i.e. Multiple-Choice Questions [MCQs]) due to feasibility…
Descriptors: Multiple Choice Tests, Testing, Test Format, Computer Assisted Testing
Australian Education Research Organisation Limited, 2023
Teaching practices that are aligned with how students learn improve educational outcomes for all students. Empirical evidence gained over recent decades has provided important new insights about the learning process common to students across learning contexts. These processes explain why some teaching practices are more effective than others. In…
Descriptors: Learning Processes, Evidence Based Practice, Teaching Methods, Instructional Effectiveness
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Zhong, Baichang; Si, Qiuju – Journal of Educational Computing Research, 2021
Studies have indicated the importance of scaffolding in the problem-solving process, as well as the potential of integrating learning content into the troubleshooting tasks. However, few have explored in depth the learning process during troubleshooting via scaffolds while also taking students' cognitive load into account. To address this issue,…
Descriptors: Troubleshooting, Scaffolding (Teaching Technique), Instructional Effectiveness, Difficulty Level
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Nguyen, Huy Anh; Hou, Xinying; Stamper, John; McLaren, Bruce M. – International Educational Data Mining Society, 2020
A challenge in digital learning games is assessing students' learning behaviors, which are often intertwined with game behaviors. How do we know whether students have learned enough or needed more practice at the end of their game play? To answer this question, we performed post hoc analyses on a prior study of the game "Decimal Point,"…
Descriptors: Computer Games, Educational Games, Game Based Learning, Instructional Effectiveness
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Mattis, Kristina V. – Technology, Knowledge and Learning, 2015
Flipped classrooms are an instructional technology trend mostly incorporated in higher education settings, with growing prominence in high school and middle school (Tucker in Leveraging the power of technology to create student-centered classrooms. Corwin, Thousand Oaks, 2012). Flipped classrooms are meant to effectively combine traditional and…
Descriptors: Blended Learning, Educational Technology, Conventional Instruction, Interactive Video
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Nowak, Elena – Technology, Instruction, Cognition and Learning, 2014
This study examined the effectiveness of a dynamically adaptive TutorIT tutorial for graduate students' learning of basic statistical skills and their attitudes toward this tutorial. Fifteen in-service teachers interacted with the tutorial. As hypothesized, all who completed the tutorial demonstrated mastery. However, the class differed…
Descriptors: Intelligent Tutoring Systems, Statistics, Instructional Effectiveness, Student Attitudes
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Carnine, Douglas – Exceptional Children, 1989
The article documents an intervention approach with learning disabled students which combines the effectiveness of Direct Instruction and mastery learning with the efficiency of technology (videodiscs and computers). Examples are given of effective technology use to teach earth science/chemistry, fractions, health, reasoning skills, and…
Descriptors: Computer Assisted Instruction, Computer Uses in Education, Difficulty Level, Elementary Secondary Education