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Showing all 11 results Save | Export
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Azetu Azashi Agyo; Emmanuel John Anagu – International Journal of Technology in Education and Science, 2025
As educational needs change, gamified immersive virtual reality (I-VR) can enhance learning by making it more interactive. Immersive virtual reality is used more in science than in the humanities. This study uses the Theory of Planned Behavior (TPB) to explore factors that affect students' intentions to use gamified I-VR, particularly in…
Descriptors: Gamification, Computer Simulation, Literacy, English Instruction
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Dai, Zhicheng; Sun, Chengzhang; Zhao, Liang; Zhu, Xiaoliang – Journal of Science Education and Technology, 2023
Classroom interaction affects the classroom atmosphere as well as students' behavior and participation, thus affecting the quality of classroom teaching. In traditional classrooms, inherent problems (e.g., inflexible tables and chairs, rigid multimedia consoles, and traditional software) have seriously restricted the overall quality of classroom…
Descriptors: Virtual Classrooms, Electronic Learning, Student Projects, Active Learning
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Hwang, Gwo-Jen; Chang, Shao-Chen; Chen, Pei-Ying; Chen, Xiang-Ya – Educational Technology Research and Development, 2018
Engaging students in real-world learning contexts has been identified by educators as being an important way of helping them learn to apply what they have learned from textbooks to practical problems. The advancements in mobile and image-processing technologies have enabled students to access learning resources and receive learning guidance in…
Descriptors: Active Learning, Learner Engagement, Educational Technology, Technology Uses in Education
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Flanigan, Abraham E.; Kiewra, Kenneth A. – Educational Psychology Review, 2018
Today's traditional-aged college students are avid users of mobile technology. Commonly referred to as the Net Generation, today's college students spend several hours each day using their smart phones, iPads, and laptops. Although some scholars initially opined that the Net Generation would grow into technologically savvy digital natives who…
Descriptors: College Students, Handheld Devices, Telecommunications, Student Behavior
Li, Linlin; Mahrer, Ben; Weiser, Gary; Orenstein, Ari; Chow, Eunice; Atienza, Sara – WestEd, 2019
Funded by the U.S. Department of Education, the Twin Cities Public Television (TPT) Ready to Learn project, "Hero Elementary," has an emphasis on reaching Latino communities and supporting the needs of children with disabilities. The project embeds the expectations of kindergarten to 2nd grade science standards into a series of…
Descriptors: Hispanic American Students, Students with Disabilities, Primary Education, Science Education
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Yavuz Konokman, Gamze; Yanpar Yelken, Tugba – Educational Sciences: Theory and Practice, 2016
The purpose of the study was to determine the effect of preparing digital stories through an inquiry based learning approach on prospective teachers' resistive behaviors toward technology based instruction and conducting research. The research model was convergent parallel design. The sample consisted of 50 prospective teachers who had completed…
Descriptors: Inquiry, Active Learning, Story Telling, Preservice Teachers
Nelson, Laura L. – ProQuest LLC, 2012
This study reports the opinions of Illinois Math and Science Academy (IMSA) students to facilitate positive change in our educational system as we prepare our students for a competitive global economy. IMSA is a recognized leader in math and science education through exemplary inquiry-based methodologies. Students need new skills for citizenship,…
Descriptors: Learning Experience, Handheld Devices, Influence of Technology, Opinions
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Mueller, Julie; Wood, Eileen; De Pasquale, Domenica; Cruikshank, Ruth – International Journal of Higher Education, 2012
This study followed an innovative introduction of mobile technology (i.e., BlackBerry® devices) to a graduate level business program and documented students' use of the technology from the time students received the devices to the end of their first term of study. Students found the BlackBerry® device easy to use, and were optimistic regarding its…
Descriptors: Higher Education, Handheld Devices, Technology Uses in Education, Technology Integration
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2021
These proceedings contain the papers of the 18th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2021), held virtually, due to an exceptional situation caused by the COVID-19 pandemic, from October 13-15, 2021, and organized by the International Association for Development of the Information Society…
Descriptors: Computer Simulation, Open Educational Resources, Telecommunications, Handheld Devices
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White, Peter J. T.; Delaney, David G.; Syncox, David; Akerberg, Oscar Avila; Alters, Brian – EDUCAUSE Quarterly, 2011
Student response systems can help instructors integrate active learning into their classrooms. Such technology is known by a variety of names, including classroom response systems, student response systems, audience response systems, electronic response systems, personal response systems, zappers, and clickers. The "system" consists of three…
Descriptors: Student Reaction, Audience Response, Computer Software, Active Learning
Southern Regional Education Board (SREB), 2012
Schoolwide support for higher achievement is essential. Students need a nurturing environment where they feel secure about learning, where the goal is success for every student and where students are confident they will receive mentoring and encouragement to prepare for their futures. Many schools are reinventing themselves to motivate students to…
Descriptors: School Culture, Academic Achievement, Expectation, Mastery Learning