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Lo-An Liu; Gwo-Jen Hwang – British Journal of Educational Technology, 2024
Learning with digital games has gained considerable popularity. While digital game-based learning has the potential to improve learners' language learning achievement, engagement and motivation, there still exists a gap when it comes to providing effective feedback to learners within these games. Conventional digital games generally provide…
Descriptors: Metalinguistics, Error Correction, English (Second Language), Second Language Learning
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Zhan, Zehui; He, Guoqing; Li, Tingting; He, Luyao; Xiang, Siyu – Journal of Computer Assisted Learning, 2022
Background: Group size is one of the important factors that affect collaborative learning, however, there is no consensus in the literature on how many students should the groups be composed of during the problem-solving process. Objectives: This study investigated the effect of group size in a K-12 introductory Artificial Intelligence course by…
Descriptors: Cognitive Ability, High School Students, Cooperative Learning, Artificial Intelligence
Evans, Julie A. – Jossey-Bass, An Imprint of Wiley, 2022
"Free Agent Learning: Leveraging Students' Self-Directed Learning to Transform K-12 Education" explores an emerging cohort of students that are self-directing their learning around interest-driven topics, the tools they're using to scaffold these experiences, and their motivations for these out-of-school learning behaviors. Readers will…
Descriptors: Independent Study, Teaching Methods, Technology Uses in Education, Kindergarten
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Araújo, Isabel; Faria, Pedro Miguel – International Association for Development of the Information Society, 2020
The evolution of ICT and its adoption in higher education is driving greater interactivity in teaching and learning processes. The teaching/learning paradigm has been changing. Both educational actors, teacher and student, are increasingly adapting to use technologies. This article presents a study that enhances how technologies can be used in the…
Descriptors: Student Attitudes, Integrated Learning Systems, Higher Education, Technology Integration
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Chen, Ching-Huei – Educational Technology Research and Development, 2019
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four…
Descriptors: Peer Relationship, Computer Games, Competition, Outcomes of Education
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Zongker, Calvin E. – Journal of Home Economics, 1977
Notes on dealing with hostility, withdrawal, anxiety, and rebellion in the classroom along with discussion of emotions that enhance learning and on developing sensitivity to emotions. (TA)
Descriptors: Affective Behavior, Behavior Patterns, Emotional Problems, Emotional Response
Woodruff, Asahel D. – Music Educ J, 1970
Descriptors: Affective Behavior, Behavior Patterns, Behavioral Objectives, Concept Formation
Yeshiva Univ., New York, NY. Ferkauf Graduate School of Humanities and Social Sciences. – 1966
This conference report consists of two presented papers and a selected bibliography. The paper by Joan Gussow, "Behavioral Management and Educational Goals," is concerned with operant conditioning as a theory of learning and an instructional method. Basing their methods on the work of B.F. Skinner, educators who are proponents of this…
Descriptors: Behavior Change, Behavior Patterns, Behavior Theories, Conditioning
Knowles, Malcolm – 1973
Traditional theories of learning and the teaching practices resulting from them are reviewed. Most theories of adult learning are based on research into the learning of children, which in turn is founded upon theories of animal learning. These theories, formulated under laboratory conditions, are artificial at best--and not complex enough to apply…
Descriptors: Adult Education, Adult Learning, Behavior Patterns, Human Resources