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Mosley, Pauline; Ardito, Gerald; Scollins, Lauren – American Journal of Engineering Education, 2016
The principal purpose of this investigation is to study the effect of robotic cooperative learning methodologies on middle school students' critical thinking, and STEM interest. The semi-experimental inquiry consisted of ninety four six-grade students (forty nine students in the experimental group, forty five students in the control group), chosen…
Descriptors: Robotics, Cooperative Learning, Student Interests, STEM Education
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Bajko, Robert; Hodson, Jaigris; Seaborn, Katie; Livingstone, Pamela; Fels, Deborah – Information Systems Education Journal, 2016
Gamification is an increasingly acceptable alternative to traditional classroom structures and practices that is based on the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and courses. While gamification in the classroom is not…
Descriptors: Undergraduate Students, Multimedia Materials, Social Media, Student Participation
Taylor, Sharon A. – ProQuest LLC, 2011
Universities are trending towards displacing traditional printed textbooks (p-books) with electronic textbooks (e-books), even though an incomplete body of knowledge exists about the learning value of using e-books as instructional materials. As a result, this dissertation study was conducted to determine if digital textbooks are as…
Descriptors: Electronic Learning, College Students, Instructional Design, Transfer of Training