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Aljemedin S. Jaudinez; Ma. Nympha B. Joaquin – Journal of Educational Research, 2023
This study was undertaken given the need to develop mathematics modular instruction that integrates Sama students' culture with Science, Technology, Engineering, and Mathematics (STEM) amidst the COVID-19 pandemic. It sought to find whether students exposed to EthnoSTEM-Based Mathematics Instruction (EMI) have significantly better mathematical…
Descriptors: STEM Education, Mathematics Instruction, Culturally Relevant Education, Indigenous Knowledge
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Malahito, John Aries I.; Quimbo, Maria Ana T. – E-Learning and Digital Media, 2020
In this era of digital media, teachers are competing against technological advancements in gaining students' engagement and attention. Incorporating game elements in the learning environment known as gamification is a new field of study that re-engages students in learning. This study was done primarily to create a gamified learning environment…
Descriptors: Educational Games, Game Based Learning, College Freshmen, Educational Technology
Micayas, Mark C.; Peratir, Christian Bong D. B.; Alcantara, Elijah P.; Pinuela, Abbegail C.; Delos Santos, Jessmark T.; Cuevas, Rodelyn B.; Samosa, Resty C. – Online Submission, 2021
The aim of the current study is to examine the effectiveness of the webpage experiential learning approach as an innovation in Teaching Physical Education on the Online-Merge -Offline Learning Delivery. Pretest-Posttest control group design was utilized to examine and determine the effectiveness of the webpage as a learning material. The…
Descriptors: Experiential Learning, Online Courses, Physical Education, Web Sites
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Mamolo, Leo A. – Cogent Education, 2019
Supporting the 21st-century learners' instructional needs is a trend of today's educational system. This educational design research aimed to develop a Digital Interactive Math Comics (DIMaC) as an instructional material envisioned to meet these learners' needs to a better understanding of Mathematics concepts. This employed the ADDIE framework…
Descriptors: High School Students, Mathematics Instruction, Secondary School Mathematics, Cartoons
Souribio, Christine N. – Online Submission, 2023
"Gamification is the process of using game thinking and game dynamics to engage audiences and solve problems", Zichermann (2011). The aim of this research is to facilitate the least-learned competencies in the English subject of students of Grade 8 in Tupi National High School for the academic year 2022-2023. With this, the researcher…
Descriptors: Problem Solving, Game Based Learning, High School Students, Language Tests
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Abad, Grace R.; Galleto, Patrick G. – Cypriot Journal of Educational Sciences, 2020
The study aimed to determine the Alternative Learning System (ALS) Program's implementation landscape in the Division of Dapitan City, Philippines, through the support mechanism's lens to instruction, teachers' attitude, and best practices. It utilized survey and correlational methods of research using a questionnaire checklist. Results revealed…
Descriptors: Foreign Countries, Teacher Attitudes, Best Practices, Teaching Methods
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Tarun, Ivy M. – Journal of Information Technology Education: Research, 2019
Aim/Purpose: There is a huge array of educational technology tools that are now in use today. These tools have changed the way teachers teach and the way students learn. Among the many educational technology tools that are gaining popularity are the online collaboration tools. Online collaboration tools are web-based tools that allow individuals…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Technology Integration
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Remigio, Krisette B.; Yangco, Rosanelia T.; Espinosa, Allen A. – Malaysian Online Journal of Educational Sciences, 2014
The study examined the reasoning skills of first year high school students after learning general science concepts through analogies. Two intact heterogeneous sections were randomly assigned to Analogy-Enhanced Instruction (AEI) group and Non Analogy-Enhanced (NAEI) group. Various analogies were incorporated in the lessons of the AEI group for…
Descriptors: Logical Thinking, Thinking Skills, Science Instruction, High School Freshmen
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Thripp, Richard, Ed.; Sahin, Ismail, Ed. – Online Submission, 2020
"Proceedings of International Conference on Humanities, Social and Education Sciences" includes full papers presented at the International Conference on Humanities, Social and Education Sciences (iHSES) which took place on July 15-19, 2020 in Washington, DC, USA. The aim of the conference is to offer opportunities to share your ideas, to…
Descriptors: Social Sciences, Elementary Secondary Education, Humanities, Young Adults
Orense, Adrian; Decena, Berlyn Anne; Feria, Rommel – International Association for Development of the Information Society, 2013
Kinesthetic learning, one of the VAK learning styles, is now also being adapted by different gaming consoles and platforms. This paper presents Salapiggy, a two-part kinesthetic educational Sifteo game that has both a tutorial on money and sorting game. It is localized in the Philippines and uses Filipino as the User Interface Language and the…
Descriptors: Kinesthetic Perception, Teaching Methods, Educational Games, Arithmetic
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Ling, Lee Kar – Higher Learning Research Communications, 2013
The purpose of this study was to assess the effectiveness of the use of bilingual teaching and learning methodology for Vietnamese postgraduate students from 2011-2012. Overall, the findings indicated relatively positive outcomes in most of the spectrum evaluated or assessed. These findings were then compared with previous researches and to…
Descriptors: Bilingual Education, Teaching Methods, Outcomes of Education, Correlation
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DePillis, Lydia – Educational Leadership, 2006
High school students in Seattle's Global Technology Academy bring refurbished computers to schools and orphanages in developing areas of the world and teach young people the skills they need to advance in an increasingly information-based global marketplace. In 19 trips to date, teams of 5-15 students have taken computers and knowledge to such…
Descriptors: Developing Nations, High School Students, Computer Uses in Education, Computer Literacy
Chouinard, Amy, Ed. – 1981
This document presents 12 seminar papers describing research and development efforts in self-instructional programs being undertaken in six countries: the Philippines, Malaysia, Indonesia, Jamaica, Liberia, and Canada. The following are topics covered in the individual papers: research and development activities in primary schools; the technology…
Descriptors: Educational Research, Foreign Countries, Independent Study, Individualized Instruction
Vocational Training Council (Hong Kong). – 2000
This document contains 123 papers from an international conference on vocational education and training (VET) for lifelong learning in the information era. The papers focus on the following themes: (1) societal and ethical issues; (2) human resource development and personnel training; (3) international issues; (4) information technology in VET;…
Descriptors: Academic Education, Academic Standards, Adult Learning, Alternative Assessment