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Hovardas, Tasos; Korfiatis, Konstantinos – Science & Education, 2011
The "Balance of Nature" metaphor is a pervasive idea in ecology. However, the scientific community acknowledged during the last decades that equilibrium conditions are rare, while disturbance events are not uncommon. We suggest that the exclusive teaching of the "Balance of Nature" metaphor produces cultural, scientific and learning misconceptions…
Descriptors: Intervention, Environmental Education, Figurative Language, Ecology
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Bonham, Scott – Physics Teacher, 2011
Interactive (reformed) instruction helps students develop a deeper understanding of physics, a component of which is letting students explore physical phenomena first and then building upon their experience. However, the time required for a single group to collect sufficient data and the likelihood of measurement errors are often obstacles to…
Descriptors: Physics, Science Instruction, Science Laboratories, Discussion (Teaching Technique)
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Zhan, Zehui; Xu, Fuyin; Ye, Huiwen – Computers & Education, 2011
The purpose of this study was to examine the effects of an Online Learning Community (OLC) on active and reflective learners' learning performance and attitude in a face-to-face undergraduate digital design course. 814 freshmen in an introductory digital design course were randomly assigned to one of two treatments: one offered students an OLC,…
Descriptors: Electronic Learning, Classroom Techniques, Intervention, Online Courses
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Thompson, Stephanie – Science Scope, 2011
This project incorporates technology and a historical emphasis on science drawn from ancient civilizations to promote a greater understanding of conceptual science. In the Apps for Ancient Civilizations project, students investigate an ancient culture to discover how people might have used science and math smartphone apps to make their lives…
Descriptors: Middle Schools, Secondary School Science, Science Instruction, History
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DiBattista, David – Teaching of Psychology, 2011
The Monty Hall dilemma (MHD) is a remarkably difficult probability problem with a counterintuitive solution. Undergraduate students used an interactive digital learning object that provided a set-based, animated explanation of the solution to the MHD and let them play games designed to increase understanding of the solution. More than 60% of users…
Descriptors: Undergraduate Students, Psychology, Probability, Educational Games
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Rich, Peter J.; Trip, Tonya – TechTrends: Linking Research and Practice to Improve Learning, 2011
The increasing ease and ubiquity of video has resulted in a proliferation of video annotation tools used and designed for improving education. While similar, each tool has its relative strengths and weaknesses. Choosing the "right" tool can have an impact on the experience of teachers and the effectiveness of video as a means for improving…
Descriptors: Video Technology, Computer Software, Educational Improvement, Computer Uses in Education
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Sands, Ian – SchoolArts: The Art Education Magazine for Teachers, 2011
In this article, the author describes a sticky-note mural project that originated from his desire to incorporate contemporary materials into his assignments as well as to inspire collaboration between students. The process takes much more than sticking sticky notes to the wall. It takes critical thinking skills and teamwork to design and complete…
Descriptors: Studio Art, Art Activities, Art Materials, Critical Thinking
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Buckley, Patrick; Garvey, John; McGrath, Fergal – Computers & Education, 2011
In this paper, prediction markets are presented as an innovative pedagogical tool which can be used to create a Rich Environment for Active Learning (REAL). Prediction markets are designed to make forecasts about specific future events by using a market mechanism to aggregate the information held by a large group of traders about that event into a…
Descriptors: Prediction, Active Learning, Educational Technology, Teaching Methods
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Kursun, Engin – International Review of Research in Open and Distributed Learning, 2016
Although a number of claims have been made describing massive open online courses (MOOCs) as a disruptive innovation in education, these claims have not yet been proven through research. Instead, MOOCs should perhaps be considered as an integrative model for higher education systems, but to do so will require recognition of credentials. Initial…
Descriptors: Educational Environment, Online Courses, Electronic Learning, Distance Education
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Harley, Jason M.; Poitras, Eric G.; Jarrell, Amanda; Duffy, Melissa C.; Lajoie, Susanne P. – Educational Technology Research and Development, 2016
Research on the effectiveness of augmented reality (AR) on learning exists, but there is a paucity of empirical work that explores the role that positive emotions play in supporting learning in such settings. To address this gap, this study compared undergraduate students' emotions and learning outcomes during a guided historical tour using mobile…
Descriptors: Comparative Analysis, Computer Simulation, Electronic Learning, Outcomes of Education
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Tang, Chun Meng; Chaw, Lee Yen – Electronic Journal of e-Learning, 2016
Blended learning has propelled into mainstream education in recent years with the help of digital technology. Commonly available digital devices and the Internet have made access to learning resources such as learning management systems, online libraries, digital media, etc. convenient and flexible for both lecturers and students. Beyond the…
Descriptors: Information Literacy, Media Literacy, Technology Uses in Education, Technology Integration
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Dankbaar, Mary E. W.; Alsma, Jelmer; Jansen, Els E. H.; van Merrienboer, Jeroen J. G.; van Saase, Jan L. C. M.; Schuit, Stephanie C. E. – Advances in Health Sciences Education, 2016
Simulation games are becoming increasingly popular in education, but more insight in their critical design features is needed. This study investigated the effects of fidelity of open patient cases in adjunct to an instructional e-module on students' cognitive skills and motivation. We set up a three-group randomized post-test-only design: a…
Descriptors: Experimental Groups, Thinking Skills, Computer Games, Motivation
Association Supporting Computer Users in Education, 2016
The Association Supporting Computer Users in Education (ASCUE) initiated a refereed track for paper submissions to the conference in 2008. In fact, at the 2008 business meeting, the membership approved three different presentation tracks: refereed with 3 blind reviews for each paper, session with paper where the author submits a paper but it is…
Descriptors: Computer Uses in Education, Computer Software, Conferences (Gatherings), Computers
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Lynn Ahlgrim-Delzell; Diane M. Browder; Leah Wood; Carol Stanger; Angela I. Preston; Amy Kemp-Inman – Journal of Special Education, 2016
A phonics-based reading curriculum in which students used an iPad to respond was created for students with developmental disabilities not able to verbally participate in traditional phonics instruction due to their use of augmentative and assistive communication. Time delay and a system of least prompts used in conjunction with text-to-speech…
Descriptors: Developmental Disabilities, Phonics, Handheld Devices, Telecommunications
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Wong, Kung-Teck; Osman, Rosma bt; Goh, Pauline Swee Choo; Rahmat, Mohd Khairezan – International Journal of Instruction, 2013
This study sets out to validate and test the Technology Acceptance Model (TAM) in the context of Malaysian student teachers' integration of their technology in teaching and learning. To establish factorial validity, data collected from 302 respondents were tested against the TAM using confirmatory factor analysis (CFA), and structural equation…
Descriptors: Foreign Countries, Factor Analysis, Structural Equation Models, Student Teachers
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