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Akcaoglu, Mete; Rosenberg, Joshua M.; Hodges, Charles B.; Hilpert, Jonathan C. – Computers in the Schools, 2021
Computer programming is becoming an essential skill for young students regardless of their education or career goals. Therefore, for students to develop and for educators and researchers to accurately measure self-efficacy in and value for programming is important. Although student motivation in subject matter can be measured using self-report…
Descriptors: Middle School Students, Student Attitudes, Value Judgment, Self Efficacy
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Eddles-Hirsch, Katrina – Journal of University Teaching and Learning Practice, 2017
This article reports on an exploratory study that addressed the low confidence levels of 80 generalist primary student teachers enrolled in a mandatory visual arts course. Previous studies in this area have found that a cycle of neglect exists in Australia, as a result of educators' lack of confidence in their ability to teach visual arts. This is…
Descriptors: Art Education, Visual Arts, Self Esteem, Elementary Education
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Zhang, Zhe; Hansen, Claus Thorp; Andersen, Michael A. E. – IEEE Transactions on Education, 2016
Power electronics is a fast-developing technology within the electrical engineering field. This paper presents the results and experiences gained from applying design-oriented project-based learning to switch-mode power supply design in a power electronics course at the Technical University of Denmark (DTU). Project-based learning (PBL) is known…
Descriptors: Engineering Education, Student Projects, Teaching Methods, Learning Activities
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Schnepp, Jerry; Rogers, Christian – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: To examine the early perceptions (acceptability) and usability of EASEL (Education through Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts and content before, during, and after an experiential learning activity. Background: Experiential learning is an active learning approach in which…
Descriptors: Usability, Computer Software Evaluation, Handheld Devices, Experiential Learning
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Kocakoyun, Senay; Bicen, Huseyin – Cypriot Journal of Educational Sciences, 2017
In this study, a mobile application was developed for courses at undergraduate level. The application has not only been developed and used, but has also been used practically for 8 weeks. In other words, the findings are based on a practical experience rather than a theoretical basis. This study aimed to determine the opinions of students who…
Descriptors: Undergraduate Students, Computer Software Evaluation, Computer System Design, Courseware
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Wu, Ho-Tang; Chou, Mei-Ju; Lei, Meng-Shan; Hou, Jing-Fang; Wu, Ming-Hsyang – Universal Journal of Educational Research, 2015
The research aims to develop "Sense of Life Meaning Scale" of Taiwan college students. In accordance with the related literature, most Western scholars adopted Frankl's Logotherapy for developing "Sense of Life Meaning Scale", which consists of freedom of will, will to meaning and meaning of life. The research also adopts these…
Descriptors: Foreign Countries, College Students, Student Attitudes, Beliefs
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Wiggen, Jennifer; McDonnell, David – Journal of College Science Teaching, 2017
A series of short (5 to 7 minutes long) geoscience videos were created to support student learning in a flipped class setting for an introductory geology class at North Carolina State University. Videos were made using a stylus, tablet, microphone, and video editing software. Essentially, we narrate a slide, sketch a diagram, or explain a figure…
Descriptors: Earth Science, Video Technology, Homework, Teaching Methods
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Liu, Chiung-Lin – Interactive Learning Environments, 2017
This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…
Descriptors: Undergraduate Students, Control Groups, Experimental Groups, Questionnaires
Sawatzki, Carly – Mathematics Education Research Group of Australasia, 2016
As part of ongoing design-based research exploring financial literacy teaching and learning, ten tasks termed "financial dilemmas" were trialled by 14 teachers and more than 300 Year 5 and 6 students in 4 government primary schools in urban Darwin. Drawing on data related to two tasks--"Catching the bus" and "Buying…
Descriptors: Money Management, Elementary School Mathematics, Task Analysis, Problem Solving
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Prins, Frans J.; de Kleijn, Renske; van Tartwijk, Jan – Assessment & Evaluation in Higher Education, 2017
A rubric for research theses was developed, based on the manual of the American Psychological Association, to be used as an assessment tool for teachers and students. The aim was to make students aware of what is expected, get familiar with criteria, and interpret teacher and peer feedback. In two studies, it was examined whether students use and…
Descriptors: Theses, Scoring Rubrics, Research Tools, Use Studies
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Odag, Özen; Wallin, Hannah R.; Kedzior, Karina K. – Journal of Studies in International Education, 2016
University graduates are required to possess intercultural competence in addition to strong academic skills in today's globalized world. Although such competence has been defined in various theoretical models by intercultural scholars, it remains unknown how the recipients of higher education (the students) define this concept. A total of 130…
Descriptors: Definitions, Intercultural Communication, Interpersonal Competence, Undergraduate Students
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Wiggins, Benjamin L.; Eddy, Sarah L.; Wener-Fligner, Leah; Freisem, Karen; Grunspan, Daniel Z.; Theobald, Elli J.; Timbrook, Jerry; Crowe, Alison J. – CBE - Life Sciences Education, 2017
The primary measure used to determine relative effectiveness of in-class activities has been student performance on pre/posttests. However, in today's active-learning classrooms, learning is a social activity, requiring students to interact and learn from their peers. To develop effective active-learning exercises that engage students, it is…
Descriptors: Active Learning, Student Attitudes, Class Activities, Pretests Posttests
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Murphrey, Theresa Pesl; Rutherford, Tracy A.; Doerfert, David L.; Edgar, Leslie D.; Edgar, Don W. – Journal of Agricultural Education, 2014
Educational technology continues to expand with multi-user virtual environments (e.g., Second Life™) being the latest technology. Understanding a virtual environment's usability can enhance educational planning and effective use. Usability includes the interaction quality between an individual and the item being assessed. The purpose was to assess…
Descriptors: Usability, Virtual Classrooms, Agricultural Colleges, Agricultural Education
Stephens, Michael; Jones, Kyle M. L. – Journal of Education for Library and Information Science, 2014
Beyond for-credit offerings, some library and information science (LIS) schools are exploring MOOCs as a means to promote lifelong learning and professional development. Using web surveys and descriptive content analysis methods, this paper empirically addresses if, in LIS programs, MOOCs can fill a role and serve new populations of learners…
Descriptors: Professional Development, Lifelong Learning, Open Education, Online Courses
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Novita, Rita; Zulkardi; Hartono, Yusuf – Indonesian Mathematical Society Journal on Mathematics Education, 2012
Problem solving plays an important role in mathematics and should have a prominent role in the mathematics education. The term "problem solving" refers to mathematics tasks that have the potential to provide intellectual challenges for enhancing students' mathematical understanding and development. In addition, the contextual problem…
Descriptors: Problem Solving, Academic Ability, Elementary School Students, Formative Evaluation
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