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Barmaki, Roghayeh; Yu, Kevin; Pearlman, Rebecca; Shingles, Richard; Bork, Felix; Osgood, Greg M.; Navab, Nassir – Anatomical Sciences Education, 2019
Students in undergraduate premedical anatomy courses may experience suboptimal and superficial learning experiences due to large class sizes, passive lecture styles, and difficult-to-master concepts. This study introduces an innovative, hands-on activity for human musculoskeletal system education with the aim of improving students' level of…
Descriptors: Anatomy, Undergraduate Students, Premedical Students, Instructional Innovation
Haselhorst, Crystal – ProQuest LLC, 2017
The purpose of this study was to determine if one-to-one Chromebook use has an effect on student engagement and how one-to-one Chromebooks are used as an instructional tool. Specifically, what are the perceptions of middle school administrators and middle school core content-area teachers on one-to-one Chromebook use as an instructional tool and…
Descriptors: Laptop Computers, Educational Technology, Computer Uses in Education, Middle Schools
Sana, Faria; Weston, Tina; Cepeda, Nicholas J. – Computers & Education, 2013
Laptops are commonplace in university classrooms. In light of cognitive psychology theory on costs associated with multitasking, we examined the effects of in-class laptop use on student learning in a simulated classroom. We found that participants who multitasked on a laptop during a lecture scored lower on a test compared to those who did not…
Descriptors: Laptop Computers, Cognitive Psychology, Lecture Method, Educational Experiments
Annetta, Leonard A.; Cheng, Meng-Tzu; Holmes, Shawn – Research in Science & Technological Education, 2010
As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application (MEGA) for high school biology students. The quasi-experimental, qualitative design assessed the…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Secondary School Science

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