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Carroll, Norine – ProQuest LLC, 2017
By the year 2025, 75% of the workforce will consist of Generation Y (Kim, 2017). With the major shift in the workforce, organizations must consider the different learning styles and expectations of the Y generation, as compared to the previous, dominant generations (Tulgan, 2009). In order to determine if there is a difference in short-term and…
Descriptors: Retention (Psychology), Generational Differences, Pretests Posttests, Computer Assisted Instruction
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McCulloch, Ryan Sterling – International Journal of Higher Education, 2017
The role of any statistics course is to increase the understanding and comprehension of statistical concepts and those goals can be achieved via both theoretical instruction and statistical software training. However, many introductory courses either forego advanced software usage, or leave its use to the student as a peripheral activity. The…
Descriptors: Statistics, Mathematics Instruction, Introductory Courses, Computer Software
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Kallman, Davi – International Journal of Disability, Development and Education, 2017
Individuals with disabilities comprise the largest minority group in the world, yet they are the most underrepresented minority group in higher education, the job market and entertainment media such as literature. This population is often underrepresented because of the overlapping physical, attitudinal and policy barriers that prevent them from…
Descriptors: Disabilities, Disproportionate Representation, Disability Discrimination, Social Bias
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Surjono, Herman Dwi – Turkish Online Journal of Educational Technology - TOJET, 2015
This experimental study investigated the effects of multimedia preferences and learning styles on undergraduate student achievement in an adaptive e-learning system for electronics course at the Yogyakarta State University Indonesia. The findings showed that students in which their multimedia preferences and learning style matched with the way the…
Descriptors: Cognitive Style, Multimedia Instruction, Educational Technology, Undergraduate Students
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Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education