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Ryan Tapping – ProQuest LLC, 2021
In this dissertation I will present my work in both the fields of spintronics and physics education research. In the first section, I present a method to account for spin pumping in spin torque ferromagnetic resonance (ST-FMR) measurements. A spin current can be generated via the spin Hall effect (SHE), which is typically transverse to the charge…
Descriptors: Magnets, Electronics, Physics, Scientific Concepts
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Ye, S. -H.; Hsiao, T. -Y.; Sun, C. -T. – Journal of Computer Assisted Learning, 2018
Based on the flipped-classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game-based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our…
Descriptors: Video Games, Blended Learning, Learning Processes, Scientific Concepts
Van Meeteren, Beth Dykstra, Ed. – Teachers College Press, 2022
Children are intrigued by moving objects, even more so when they can engineer the movement. This volume in the STEM for Our Youngest Learners Series uses Ramps and Pathways as a context to provide children ages 3-8 with opportunities to engage in STEM every day. Ramps and Pathways is a meaningful and fun way for children to develop engineering…
Descriptors: STEM Education, Teaching Methods, Vignettes, Communities of Practice
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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