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Tanaka, Eduardo H.; Paludo, Juliana A.; Cordeiro, Carlúcio S.; Domingues, Leonardo R.; Gadbem, Edgar V.; Euflausino, Adriana – International Association for Development of the Information Society, 2015
Usually, distribution electricians are called upon to solve technical problems found in electrical substations. In this project, we apply problem-based learning to a training program for electricians, with the help of a virtual reality environment that simulates a real substation. Using this virtual substation, users may safely practice maneuvers…
Descriptors: Computer Simulation, Electrical Occupations, Skilled Workers, Energy
Pearn, Catherine; Stephens, Max – Mathematics Education Research Group of Australasia, 2015
Many researchers argue that a deep understanding of fractions is important for a successful transition to algebra. Teaching, especially in the middle years, needs to focus specifically on those areas of fraction knowledge and operations that support subsequent solution processes for algebraic equations. This paper focuses on the results of Year 6…
Descriptors: Mathematics Instruction, Mathematical Logic, Fractions, Algebra
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Lahav, Orly; Babai, Reuven – Journal of Visual Impairment & Blindness, 2018
Structured abstract: Introduction: Difficulties in science and mathematics may stem from intuitive interference of irrelevant salient variables in a task. It has been suggested that such intuitive interference is based on immediate perceptual differences that are often visual. Studies performed with sighted participants have indicated that in the…
Descriptors: Problem Solving, Geometry, Intuition, Interference (Learning)
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Azman, Hazita; Dollsaid, Nurul Farhana – Arab World English Journal, 2018
This article explores the use of massively multiplayer online games (MMOGs) as a type of serious games that have English as a Foreign Language (EFL) learning potentials. It highlights evidence from a case study which investigated the effects of role-playing in MMOGs on communication behaviours among EFL game players. Additionally, findings from…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Game Based Learning
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Fang, N.; Tajvidi, M. – Journal of Computer Assisted Learning, 2018
This study focuses on the investigation of the effects of computer simulation and animation (CSA) on students' cognitive processes in an undergraduate engineering course. The revised Bloom's taxonomy, which consists of six categories in the cognitive process domain, was employed in this study. Five of the six categories were investigated,…
Descriptors: Computer Simulation, Animation, Educational Technology, Technology Uses in Education
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Daher, Wajeeh; Anabousy, Ahlam; Jabarin, Roqaya – International Journal of Research in Education and Science, 2018
Researchers of mathematics education have been paying attention to the affective aspect of learning mathematics for more than one decade. Different theoretical frameworks have been suggested to analyze this aspect, where we utilize in the present research the discursive framework of Evans, Morgan and Tsatsaroni. This framework enables to link…
Descriptors: Metacognition, Psychological Patterns, Mathematics Activities, Middle School Students
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Walkington, Candace; Bernacki, Matthew L. – Journal of Experimental Education, 2018
Instruction can be made relevant to students when it draws upon and utilizes their interests, experiences, and "funds of knowledge" in productive ways to support classroom learning. This approach has been referred to as "context personalization." In this paper, we discuss the cognitive basis of personalization interventions,…
Descriptors: Individualized Instruction, Instructional Design, Relevance (Education), Cognitive Processes
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Scartabello, Thomas; Abate, Marie; Slimak, Louis – International Journal of ePortfolio, 2018
Self-assessment is important in student and professional development. This study evaluated the impact of a structured electronic portfolio program that provided primarily global feedback on pharmacy students' self-assessment skills related to five general outcomes over a two-year period. The self-assessed outcomes, common to many academic…
Descriptors: Portfolios (Background Materials), Portfolio Assessment, Electronic Publishing, Self Evaluation (Individuals)
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Currey, Judy; Sprogis, Stephanie K.; Burdeu, Gabby; Considine, Julie; Allen, Joshua; Oldland, Elizabeth – Journal of Teaching and Learning for Graduate Employability, 2018
In tertiary education, generic professional skills should be developed along with discipline-specific knowledge and skills. Team-Based Learning (TBL), an active learning strategy, creates deep learning and enhanced student engagement; however, its effects on the development of generic learning outcomes are unknown. The aim of this study was to…
Descriptors: Student Attitudes, Teamwork, Cooperative Learning, Active Learning
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Andini, Swastika; Budiyono; Fitriana, Laila – Journal on Mathematics Education, 2018
The geometry in flipbook multimedia can improve the necessary skills of the 6th graders, so that they achieve the highest level of geometric thinking that is informal deductive. The flipbook which uses technology with flipping experience, animation, video, and music is different than the ordinary printed book. Also, it looks more exciting and…
Descriptors: Mathematics Instruction, Logical Thinking, Instructional Materials, Multimedia Materials
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Frank, Brian; Simper, Natalie; Kaupp, James – European Journal of Engineering Education, 2018
This paper discusses the use and impact of formative feedback and scaffolding to develop outcomes for complex problem solving in a required first-year course in engineering design and practice at a medium-sized research-intensive Canadian university. In 2010, the course began to use team-based, complex, open-ended contextualised problems to…
Descriptors: Formative Evaluation, Feedback (Response), Scaffolding (Teaching Technique), Problem Solving
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Karabulut-Ilgu, Aliye; Yao, Suhan; Savolainen, Peter; Jahren, Charles – Journal of Educational Computing Research, 2018
The flipped-classroom approach has gained increasing popularity and interest in engineering education. The purpose of this study was to investigate (a) student perspectives on the flipped-classroom approach in a transportation-engineering course and (b) how students used the in-class time dedicated to collaborative problem solving. To this end,…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
Meyer, Helen – Education Sciences, 2018
In this paper, I share the results of a study of teachers' ideas about student decision-making at entry into a professional development program to integrate engineering into their instruction. The framework for the Engineering Design Process (EDP) was based on a Challenge-Based Learning (CBL) model. The EDP embedded within the CBL model suggests…
Descriptors: Teacher Attitudes, Decision Making, Decision Making Skills, Engineering Education
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du Toit, Adri; Gaotlhobogwe, Mike – African Journal of Research in Mathematics, Science and Technology Education, 2018
Technology is a school subject that forms part of the compulsory curriculum for high school learners in South Africa, and is a core theme in the subject Design and Technology in Botswana high schools. Knowledge and production skills acquired in the subject are applied to solve real-life problems consistent with the steps of the design process. The…
Descriptors: Foreign Countries, High School Students, Entrepreneurship, Design
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Serevina, Vina; Sunaryo; Raihanati; Astra, I. Made; Sari, Inayati Juwita – Turkish Online Journal of Educational Technology - TOJET, 2018
The purpose of the developing research of a Problem Based Learning (PBL) e-module is to improve student's science process skills. This research method used research and development (R&D) with a 4D model (Define, Design, Development, and Disseminate). This product was made by using I-Spring Suite 8.0 application. This product was tested on 210…
Descriptors: Learning Modules, Problem Based Learning, Heat, Science Instruction
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