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Hennessy, Catherine M.; Kirkpatrick, Emma; Smith, Claire F.; Border, Scott – Anatomical Sciences Education, 2016
Neuroanatomy is a difficult subject in medical education, with students often feeling worried and anxious before they have even started, potentially decreasing their engagement with the subject. At the University of Southampton, we incorporated the use of Twitter as a way of supporting students' learning on a neuroanatomy module to evaluate how it…
Descriptors: Social Media, Anatomy, Focus Groups, Test Results
Ibrahim, Karim Hesham Shaker – ProQuest LLC, 2016
The field of game-mediated L2 learning has grown exponentially, and much has been discovered about the potentials of game-mediated interactions for L2 development, yet the fine-grained dynamics of player-game interactions and how they come to facilitate and afford L2 development are still largely underexplored. To address this gap in the…
Descriptors: Semitic Languages, Second Language Learning, Management Development, Video Games
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Lombardi, Sara A.; Hicks, Reimi E.; Thompson, Katerina V.; Marbach-Ad, Gili – Advances in Physiology Education, 2014
This study investigated the impact of three commonly used cardiovascular model-assisted activities on student learning and student attitudes and perspectives about science. College students enrolled in a Human Anatomy and Physiology course were randomly assigned to one of three experimental groups (organ dissections, virtual dissections, or…
Descriptors: Teaching Methods, Experiential Learning, Manipulative Materials, Human Body
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Bengezen, Viviane Cabral; Murphy, M. Shaun – LEARNing Landscapes, 2017
In this narrative inquiry, we inquired into the experiences of Everton and Lowise, two grade 6 English as a Foreign Language students in Brazil, using digital technologies and authoring their texts, in English. In the areas of Applied Linguistics and Education, we consider discussions about the writing process in English and the possibilities of…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Foreign Countries
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Momeni, B.; Kharrazi, M. – IEEE Transactions on Education, 2012
Computer networks courses are hard to teach as there are many details in the protocols and techniques involved that are difficult to grasp. Employing programming assignments as part of the course helps students to obtain a better understanding and gain further insight into the theoretical lectures. In this paper, the Partov simulation engine and…
Descriptors: Computer Networks, Computers, Student Attitudes, Assignments
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Cadenas, José O.; Sherratt, R. Simon; Howlett, Des; Guy, Chris G.; Lundqvist, Karsten O. – IEEE Transactions on Education, 2015
This paper describes a virtual system that emulates an ARM-based processor machine, created to replace a traditional hardware-based system for teaching assembly language. The virtual system proposed here integrates, in a single environment, all the development tools necessary to deliver introductory or advanced courses on modern assembly language…
Descriptors: Cost Effectiveness, Feedback (Response), Student Attitudes, Computer Simulation
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Salajan, Florin D.; Mount, Greg J.; Prakki, Anuradha – Electronic Journal of e-Learning, 2015
This article has a dual purpose: it describes the development of First Year Dental Anatomy (FYDA), a web-based 3D interactive application used in the dental curriculum at a major Canadian university, and it reports on the results of a research study conducted to assess the perception of learning benefits students experienced through the use of…
Descriptors: Foreign Countries, Dental Schools, Dentistry, Questionnaires
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Delello, Julie A.; McWhorter, Rochell R.; Camp, Kerri M. – Journal of Educational Multimedia and Hypermedia, 2015
Augmented reality (AR) is an emerging technology that blends physical objects with virtual reality. Through the integration of digital and print media, a gap between the "on and offline" worlds are merged, radically shifting student-computer interaction in the classroom. This research examined the results of a multiple case study on the…
Descriptors: College Students, Higher Education, Computer Simulation, Information Technology
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Polys, Nicholas F.; Bacim, Felipe; Setareh, Mehdi; Jones, Brett D. – Engineering Design Graphics Journal, 2015
There has been a significant gap between the tools used for the design of a building's architectural form and those that evaluate the structural physics of that form. Seeking to bring the perspectives of visual design and structural engineering closer together, we developed and evaluated a design tool for students and practitioners to explore the…
Descriptors: Architecture, Design, Depth Perception, Computer Simulation
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Gregory, Sue; Jacka, Lisa; Hillier, Mathew; Grant, Scott – Australian and International Journal of Rural Education, 2015
This paper presents four case studies from two regional and two metropolitan Australian universities, showcasing how 3D virtual world platforms have been used to connect, engage and motivate students in both co-located and non-co-located contexts. The case studies provide practical examples of how virtual worlds and associated applications have…
Descriptors: Foreign Countries, Higher Education, Educational Technology, Technology Uses in Education
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Hilliard, Ivan – Higher Learning Research Communications, 2014
This article presents a case study in the use of the computer simulation game "People Power," developed by the International Center on Nonviolent Conflict. The principal objective of the activity was to offer students an opportunity to understand the dynamics of social conflicts, in a format not possible in a traditional classroom…
Descriptors: Computer Games, Class Activities, Case Studies, Computer Simulation
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Bhaskar, Anand – Advances in Physiology Education, 2014
Theory lectures are boring and sleep inducing for students, and it is difficult to get their full attention during 1 h of lecture. The ability of students to concentrate diminishes 20-25 min after the start of the lecture. There is also a lack of active participation of students during theory lectures. In an effort to break the monotony of the…
Descriptors: Physiology, Teaching Methods, Educational Games, Lecture Method
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Ruipérez-Valiente, Jose A.; Muñoz-Merino, Pedro J.; Kloos, Carlos Delgado; Niemann, Katja; Scheffel, Maren; Wolpers, Martin – IEEE Transactions on Learning Technologies, 2016
Self-regulated learning (SRL) environments provide students with activities to improve their learning (e.g., by solving exercises), but they might also provide optional activities (e.g., changing an avatar image or setting goals) where students can decide whether they would like to use or do them and how. Few works have dealt with the use of…
Descriptors: Metacognition, Learning Processes, Case Studies, Learning Activities
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Chang, Hsin-Yi; Hsu, Ying-Shao; Wu, Hsin-Kai – Interactive Learning Environments, 2016
We investigated the impact of an augmented reality (AR) versus interactive simulation (IS) activity incorporated in a computer learning environment to facilitate students' learning of a socio-scientific issue (SSI) on nuclear power plants and radiation pollution. We employed a quasi-experimental research design. Two classes (a total of 45…
Descriptors: Comparative Analysis, Computer Simulation, Computer Uses in Education, Science and Society
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Dohn, Niels Bonderup; Fago, Angela; Overgaard, Johannes; Madsen, Peter Teglberg; Malte, Hans – Advances in Physiology Education, 2016
The laboratory has been given a central role in physiology education, and teachers report that it is motivating for students to undertake experimental work on live animals or measuring physiological responses on the students themselves. Since motivation is a critical variable for academic learning and achievement, then we must concern ourselves…
Descriptors: Physiology, Science Instruction, Teaching Methods, Correlation
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