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Cobb, Tom; Horst, Marlise – CALICO Journal, 2011
This study reports on the design and testing of an integrated suite of vocabulary training games for Nintendo[TM] collectively designated "My Word Coach" (Ubisoft, 2008). The games' design is based on a wide range of learning research, from classic studies on recycling patterns to frequency studies of modern corpora. Its general usage…
Descriptors: Foreign Countries, Vocabulary Development, Educational Technology, Educational Games
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Tompkins, Tanya L.; Witt, Jody; Abraibesh, Nadia – Suicide and Life-Threatening Behavior, 2009
The current study sought to evaluate the suicide prevention gatekeeper training program QPR (Question, Persuade, and Refer) among school personnel using a non-equivalent control group design. Substantial gains were demonstrated from pre- to post-test for attitudes, knowledge, and beliefs regarding suicide and suicide prevention. Exploratory…
Descriptors: Control Groups, Research Design, Self Efficacy, Prevention
Roberts, Kathryn L. – ProQuest LLC, 2010
This dissertation is comprised of two manuscripts that resulted from a single study that tested the efficacy of teaching parents how to infuse comprehension strategy instruction into read alouds with their preschool-aged children. Twenty dyads, each composed of an incoming kindergartener and one of his or her parents, participated in this study.…
Descriptors: Reading Comprehension, Intervention, Reading Aloud to Others, Prior Learning
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Gutwill, Joshua P.; Allen, Sue – Science Education, 2010
We describe a study of programs to deepen families' scientific inquiry practices in a science museum setting. The programs incorporated research-based learning principles from formal and informal educational environments. In a randomized experimental design, two versions of the programs, called "inquiry games," were compared to two control…
Descriptors: Museums, Exhibits, Effect Size, Inquiry
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Amadieu, Franck; van Gog, Tamara; Paas, Fred; Tricot, Andre; Marine, Claudette – Learning and Instruction, 2009
This study explored the effects of prior knowledge (high vs. low; HPK and LPK) and concept-map structure (hierarchical vs. network; HS and NS) on disorientation, cognitive load, and learning from non-linear documents on "the infection process of a retrograde virus (HIV)". Participants in the study were 24 adults. Overall subjective ratings of…
Descriptors: Acquired Immunodeficiency Syndrome (AIDS), Concept Mapping, Eye Movements, Prior Learning
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Glaesser, Judith; Gott, Richard; Roberts, Ros; Cooper, Barry – Research in Science & Technological Education, 2009
Both substantive (i.e. factual knowledge, concepts, laws and theories) and procedural knowledge (understanding and applying concepts such as reliability and validity, measurement and calibration, data collection, measurement error, the ability to interpret evidence and the like) are involved in carrying out an open-ended science investigation.…
Descriptors: Undergraduate Students, Investigations, Student Attitudes, Comparative Analysis
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Bency, P. B. Beulahbel; Raja, B. William Dharma – Journal on School Educational Technology, 2010
Education should be made painless and the teaching must be made effective. Teaching is an activity, which is designed and performed for multiple objectives, in terms of changes in student behaviours. Models of teaching are just a blue print designed in advance for providing necessary structure and direction to the teacher for realizing the…
Descriptors: Physical Sciences, Teaching Models, Advance Organizers, Teacher Effectiveness
Delacruz, Girlie C.; Chung, Gregory K. W. K.; Baker, Eva L. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2010
This study provides empirical evidence of a highly specific use of games in education--the assessment of the learner. Linear regressions were used to examine the predictive and convergent validity of a math game as assessment of mathematical understanding. Results indicate that prior knowledge significantly predicts game performance. Results also…
Descriptors: Educational Games, Validity, Prior Learning, Scores
Song, Hyuksoon S. – ProQuest LLC, 2010
Many medical schools have developed computer-based, multimedia learning environments to fill the knowledge gap and provide common cases and resources to students. However, considering that multimedia in education may impede effective learning if the characteristics of learners and tasks are not considered thoroughly in instructional design, it is…
Descriptors: Goal Orientation, Instructional Design, Medical Schools, Structural Equation Models
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Starbek, P.; Erjavec, M. Starcic; Peklaj, C. – Journal of Computer Assisted Learning, 2010
The main goal of this study was to explore whether the use of multimedia in genetics instruction contributes more to students' knowledge and comprehension than other instructional modes. We were also concerned with the influence of different instructional modes on the retention of knowledge and comprehension. In a quasi-experimental design, four…
Descriptors: Comprehension, Quasiexperimental Design, Prior Learning, Genetics
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Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education
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Fanta-Vagenshtein, Yarden – Journal of Language and Literacy Education, 2011
Language proficiency is a crucial factor for immigrants to integrate successfully in the new society in all aspects of life, especially in the labor market. As a result, there is great importance in acquiring the new language as quickly and effectively as possible. Several factors affect second language acquisition, including motivation, age,…
Descriptors: Foreign Countries, Semitic Languages, Second Language Learning, Language Proficiency
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Cromley, Jennifer G.; Azevedo, Roger – Educational Technology Research and Development, 2009
New literacies researchers have identified a core set of strategies for locating information, one of which is "reading a Web page to locate information that might be present there" (Leu et al. in: Rush, Eakle, Berger (eds) "Secondary school reading and writing: What research reveals for classroom practices," 2007, p. 46). Do middle-school, high…
Descriptors: Undergraduate Students, Prior Learning, Hypermedia, Anatomy
Bernacki, Matthew – ProQuest LLC, 2010
This study examined how learners construct textbase and situation model knowledge in hypertext computer-based learning environments (CBLEs) and documented the influence of specific self-regulated learning (SRL) tactics, prior knowledge, and characteristics of the learner on posttest knowledge scores from exposure to a hypertext. A sample of 160…
Descriptors: Attention Deficit Hyperactivity Disorder, Education Majors, Undergraduate Study, Student Characteristics
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Hay, David B.; Wells, Harvey; Kinchin, Ian M. – Higher Education: The International Journal of Higher Education and Educational Planning, 2008
This paper reports the use of quantitative and qualitative measures of university student learning during teaching in psychiatry. Concept mapping, pre-and post test scores and performance in written assignments were used to measure the quality of change in personal understanding and to show the ways that the knowledge-targets of the course were…
Descriptors: Measures (Individuals), Student Evaluation, Learning, College Students
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