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Ntourou, Vassiliki; Kalogiannakis, Michail; Psycharis, Sarantos – EURASIA Journal of Mathematics, Science and Technology Education, 2021
This article presents a quasi-experiment which, with the use of Arduino and Scratch for Arduino (S4A), attempts to study their effect on self-efficacy and motivation towards Science Education, Computational Thinking (CT) and the views of 5th Grade students about concepts of electricity. It was conducted on the 5th Grade of a Primary School in…
Descriptors: Science Education, Grade 5, Elementary School Students, Student Motivation
Gagic, Zvezdan Z.; Skuban, Sonja J.; Radulovic, Branka N.; Stojanovic, Maja M.; Gajic, Olivera – Journal of Baltic Science Education, 2019
Primary school students generally lack motivation for learning physics, which they perceive as a difficult subject. In order to overcome this problem, it is necessary to apply appropriate teaching approach. The aim of this research was to assess the educational efficiency of mind maps in physics and students' involvement when this approach is…
Descriptors: Science Instruction, Physics, Grade 7, Teaching Methods
Hendricks, Beth R. – Journal of Advertising Education, 2019
Integrating the WMSF Case Study competition into a capstone course will create a whole new dynamic for students. The case studies provided by WMSF are valuable for students because they demonstrate that strategically selecting a target and creating a media mix that will communicate to the chosen target sometimes requires a flexible, human brain…
Descriptors: Capstone Experiences, Case Studies, Cognitive Processes, Teaching Methods
Maude, Alaric; Caldis, Susan – Geographical Education, 2019
The article outlines ways that teachers could use the content in Biomes and Food Security unit in the Australian curriculum, and its state and territory versions, to encourage their students to engage with higher order thinking. It first briefly discusses how to describe and classify higher-order thinking and argues that concepts are central to…
Descriptors: Thinking Skills, Geography Instruction, Teaching Methods, Units of Study
Chew, Chiou Sheng; Idris, Norisma; Loh, Er Fu; Wu, Wen-Chi Vivian; Chua, Yan Piaw; Bimba, Andrew Thomas – Journal of Computer Assisted Learning, 2019
This paper focuses on the design and evaluation of a theory-based computer-assisted summary writing learning environment called Summary Writing-PAL (SW-PAL). The SW-PAL was developed based on four aspects: summarizing strategies, learning theories, prior knowledge, and cognitive load. A quasi-experiment that involved 58 undergraduates majoring in…
Descriptors: Writing Instruction, Writing (Composition), Educational Technology, Computer Uses in Education
Tan, Seng-Chee – Australasian Journal of Educational Technology, 2019
Using computers as cognitive tools or mindtools has created impact in education since their introduction in the 1990s. One main characteristic is the notion of learning with computers as intellectual partners: engaging learners in higher level thinking while taking away the lower level cognitive load such as computing and digital storage. In…
Descriptors: Computer Assisted Instruction, Learning Theories, Computer Uses in Education, Educational Technology
Schultheis, Elizabeth H.; Kjelvik, Melissa K. – American Biology Teacher, 2020
Authentic, "messy data" contain variability that comes from many sources, such as natural variation in nature, chance occurrences during research, and human error. It is this messiness that both deters potential users of authentic data and gives data the power to create unique learning opportunities that reveal the nature of science…
Descriptors: Data Analysis, Scientific Research, Science Instruction, Scientific Principles
Celestini, Ann – Canadian Journal of Learning and Technology, 2020
Games have been socially entrenched throughout history as a form of entertainment. Current rapidly changing technological advances have permitted an increasingly prominent means of utilizing these entertainment sources in an instructional capacity for educational purposes. As a result, serious games focus on engaging learners in activities which…
Descriptors: Higher Education, Distance Education, Game Based Learning, Educational Games
Tekane, Rethabile; Pilcher, Lynne A.; Potgieter, Marietjie – Chemistry Education Research and Practice, 2020
Although the implementation of blended learning in organic chemistry is rapidly growing, thus far, there are few studies published on the evaluation of supplemental types of blend in organic chemistry. This report covers a phenomenographic study that was designed to evaluate a supplemental type of blended learning approach implemented in a…
Descriptors: Foreign Countries, Undergraduate Students, Student Attitudes, Preferences
Anwar, Yunita Arian Sani – Biochemistry and Molecular Biology Education, 2020
Biochemistry learning in higher education not only aims to allow students to remember the concepts learned, but also to achieve meaningful learning. This study examines the implementation of the multilevel inquiry approach in order to achieve meaningful biochemistry learning. Such as approach begins with a structured inquiry, leading to a guided…
Descriptors: Biochemistry, Science Instruction, Teaching Methods, Higher Education
Wouters, Pieter; van Oostendorp, Herre; ter Vrugte, Judith; vanderCruysse, Sylke; de Jong, Ton; Elen, Jan – British Journal of Educational Technology, 2017
The challenge in serious games is to improve the effectiveness of learning by stimulating relevant cognitive processes. In this paper, we investigate the potential of surprise in two experiments with prevocational students in the domain of proportional reasoning. Surprise involves an emotional reaction, but it also serves a cognitive goal as it…
Descriptors: Educational Games, Teaching Methods, Emotional Response, Logical Thinking
Frazier, Erin; Lege, Ryan; Bonner, Euan – Teaching English with Technology, 2021
Virtual Reality (VR) is a valuable tool for learning, however, there is a lack of education-focused content for language learning needs. This article introduces the "VR Application Analysis Framework" (Lege, Bonner, Frazier, & Pascucci, 2020) to assist educators in scaffolding existing commercial off-the-shelf (COTS) applications for…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Second Language Learning
Banerjee, Mita; Zlatkin-Troitschanskaia, Olga – Studies in Higher Education, 2021
One of the central challenges educators face today, especially in higher education, is the gap between warranted (domain-specific) knowledge and the prior beliefs students hold about certain concepts and phenomena (preconceptions). In the Internet age, students often self-directedly acquire knowledge from an increasingly large number of…
Descriptors: Student Attitudes, Learning Processes, Decision Making, Cognitive Processes
Govender, Irene – Journal of Information Technology Education: Innovations in Practice, 2021
Aim/Purpose: This study seeks to understand the various ways information systems (IS) students experience introductory programming to inform IS educators on effective pedagogical approaches to teaching programming. Background: Many students who choose to major in information systems (IS), enter university with little or no experience of learning…
Descriptors: Programming, Information Science Education, Diaries, Student Attitudes
Nikolic, Sasha; Ros, Montserrat; Jovanovic, Kosta; Stanisavljevic, Zarko – European Journal of Engineering Education, 2021
The laboratory is an integral component of engineering education, resulting in a multitude of studies. Generally, the research focus is on the laboratory innovation, rather than learning itself. It is observed that empirical evidence is strongly built around student perceptions of their learning or experience via survey instruments; and in some…
Descriptors: Engineering Education, Distance Education, Teaching Methods, Student Attitudes

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