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Showing 1 to 15 of 24 results Save | Export
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Grayson Rice; Luke Flyer; Ann Saterbak – Biomedical Engineering Education, 2025
Purpose: The purpose of the study is to determine when students deepen their conceptual understanding of mathematical modeling during a one-semester course in biomedical engineering that uses the constructivist problem-based learning (PBL) framework. The study hypothesizes that concept maps, as a form of assessment, would show increased complexity…
Descriptors: Problem Based Learning, Student Developed Materials, Concept Mapping, Mathematical Models
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Paciarotti, Claudia; Bertozzi, Gabriele; Sillaots, Martin – European Journal of Engineering Education, 2021
Gamification is usually defined as the use of game structure components in circumstances that are not commonly associated with games. In engineering studies, Gamification and its sub-concept of Serious Games are rather widespread pedagogical models. Just like in other application scopes, the approach to their utilisation or analysis is always…
Descriptors: Game Based Learning, Educational Games, Engineering Education, Undergraduate Students
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Kesuma, Ameliasari Tauresia; Harun; Putranta, Himawan; Mailool, Jefri; Kistoro, Hanif Cahyo Adi – European Journal of Educational Research, 2020
The constraints of history learning in the Indonesia curriculum are the weekly time is only one hour of lessons and the material is quite dense, if delivered with an explanation and discussion the time is not enough. Therefore, it was sought how to get all material delivered and students not bored. Learning this model is done to condition students…
Descriptors: History Instruction, High School Students, Teaching Methods, Student Centered Learning
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Zhan, Wei; Wang, Jyhwen; Vanajakumari, Manoj; Johnson, Michael D. – Advances in Engineering Education, 2018
This paper discusses an initiative called Product Innovation and Development (PID) that was launched at Texas A&M University. The goal of PID is to create a high impact learning environment that focuses on innovative product development. Undergraduate students are hired to develop innovative new products. The student teams generate ideas for…
Descriptors: Engineering Technology, Educational Environment, Undergraduate Students, Innovation
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Mathany, Clarke; Dodd, Jason – Collected Essays on Learning and Teaching, 2018
Podcast assignments in higher education foster students' deep engagement in course content, knowledge construction, technical skills, and problem-solving abilities. We designed a podcast assignment in a First Year Seminar course based on student-led interviews comparing theoretical concepts to lived experiences of the interviewees. Students were…
Descriptors: Interviews, Assignments, Video Technology, Protocol Materials
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Talley, Kimberly G.; Smith, Shaunna – Advances in Engineering Education, 2018
For instructors interested in flipping their courses or using in-class video introductions to new topics, the development of custom video lecture content can be a daunting task. Having students create videos as a term project creates the potential opportunity to engage students in peer-to-peer learning via videos while also generating course…
Descriptors: Asynchronous Communication, Peer Teaching, Video Technology, Student Projects
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Coker, Jeffrey Scott – Journal of College Science Teaching, 2017
Despite numerous calls for science education to be driven by authentic investigation, many laboratory experiences continue to consist of disconnected weekly units during which students carry out instructions that lead to some predetermined finding. This study developed and evaluated a pedagogical design for introductory biology labs where students…
Descriptors: Introductory Courses, Science Laboratories, Science Experiments, Student Projects
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Pirhonen, Juhani; Rasi, Päivi – Journal of Biological Education, 2017
The central focus of this study is a learning method in which university students produce instructional videos about the content matter as part of their learning process, combined with other learning assignments. The rationale for this is to promote a more multimodal pedagogy, and to provide students opportunities for a more learner-centred,…
Descriptors: Emotional Experience, Student Developed Materials, Video Technology, Learning Processes
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Lenko-Szymanska, Agnieszka – Language Learning & Technology, 2017
The aim of this article is to assess the effectiveness of a semester-long pre-service teacher-training course on the use of corpora in language learning and teaching. This is achieved by an analysis of 53 corpusbased projects prepared by the participants. First, the aims and the design of the course are briefly presented. The main section of the…
Descriptors: English for Special Purposes, Student Projects, Student Developed Materials, Preservice Teachers
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Murry, Francie – Rural Special Education Quarterly, 2018
Researchers have demonstrated the positive outcomes of using video self-modeling (VSM) with students with emotional behavior disorders (EBDs). VSM typically refers to teacher-created videos demonstrating desired skills or behaviors where the student is the video model performing the skill at a level higher than his or her typical display. The…
Descriptors: Assistive Technology, Emotional Disturbances, Behavior Disorders, Interpersonal Competence
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Branscombe, Margaret; Schneider, Jenifer Jasinski – Action in Teacher Education, 2018
Through a lens focused on imagining the future, and with a pedagogical goal to help novice teachers embody effective teaching practices in a writing methods course, the authors (two teacher educators) conducted a design-based experiment to determine if we could access teacher candidates' pedagogical decisions and their future intentions through…
Descriptors: Preservice Teachers, Teaching Methods, Beginning Teachers, Instructional Effectiveness
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Likitrattanaporn, Wannakarn – English Language Teaching, 2017
The purposes of this investigation were (1) to examine the findings of effectiveness of the process of learning-by-doing; (2) to develop students' skill of designing English teaching materials and teaching English language; and (3) to determine an efficient format of learning-by-doing used for training student-teachers in the skill of teaching…
Descriptors: Teaching Skills, Graduate Students, Experiential Learning, Linguistics
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Wolfe, Christopher; Widmer, Colin L.; Weil, Audrey M.; Cedillos-Whynott, Elizabeth M. – Journal on Excellence in College Teaching, 2015
Students in an undergraduate psychology course on Learning and Cognition used SKO (formerly AutoTutor Lite), an Intelligent Tutoring System, to create interactive lessons in which a pedagogic agent (animated avatar) engages users in a tutorial dialogue. After briefly describing the technology and underlying psychological theory, data from an…
Descriptors: Intelligent Tutoring Systems, Undergraduate Students, Psychology, Animation
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Caton, Hope; Greenhill, Darrel – International Journal of Game-Based Learning, 2014
This paper describes how a gamified rewards and penalties framework was used to increase attendance and engagement in a level six undergraduate computing module teaching game production. The framework was applied to the same module over two consecutive years: a control year and a trial year. In both years the tutor, assignments and assessment…
Descriptors: Undergraduate Students, Computer Science Education, Learning Modules, Attendance
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Hushman, Carolyn J.; Marley, Scott C. – Journal of Educational Research, 2015
The authors investigated whether the amount of instructional guidance affects science learning and self-efficacy. Sixty 9- and 10-year-old children were randomly assigned to one of the following three instructional conditions: (a) guided instruction consisting of examples and student-generated explanations, (b) direct instruction consisting of a…
Descriptors: Elementary School Students, Self Efficacy, Science Education, Science Instruction
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