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Fernández-de-Arroyabe-Olaortua, Ainhoa; Lazkano-Arrillaga, Iñaki; Eguskiza-Sesumaga, Leyre – Comunicar: Media Education Research Journal, 2018
Teenagers inhabit a virtual universe with their own model of entertainment, learning and communication. This research work defines the consumption, creation and dissemination patterns of online audiovisual content young students of Guipuzcoa have acquired in the fields of leisure and complementary information resources for school use, attending to…
Descriptors: Foreign Countries, Nonprint Media, Secondary School Students, Computer Use
Adams, Lauren B. – ProQuest LLC, 2018
The present action research study of kindergarten students, in a suburban public school classroom located in the midlands region of South Carolina, describes the ways in which a teacher-researcher developed a Structured Play Unit in her classroom that was designed to answer the following research question: "How does the implementation of a…
Descriptors: Play, Literacy Education, Action Research, Kindergarten
Vanyi, Jennifer – ProQuest LLC, 2018
An ongoing concern at institutions of higher education is persistence among underrepresented minority students in science, technology, engineering and mathematics (STEM) programs. This qualitative exploratory case study was designed to investigate whether combining two strategies, orientations and gamification, to provide more supports for…
Descriptors: Teaching Methods, Disproportionate Representation, Minority Group Students, Academic Achievement
Minnesota Department of Education, 2018
The goal of the 2018 Minnesota K-12 Academic Standards in Physical Education is to develop "physically literate individuals who have the knowledge, skills and confidence to enjoy a lifetime of healthful physical activity. To pursue a lifetime of healthful physical activity, a physically literate individual: (1) Has learned the skills…
Descriptors: State Standards, Academic Standards, Physical Education, Elementary Secondary Education
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Berezenko, Viktoriia – Advanced Education, 2019
The article is devoted to the problems of foreign language education in linguistic universities, namely to acquiring the pragmatic competence by students. The research questions whether EFL learners are pragmatically competent in using language in a certain communicative situation. The experimental teaching session proves that the special research…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, English (Second Language)
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Moy, Brendan; Renshaw, Ian; Davids, Keith; Brymer, Eric – Physical Education and Sport Pedagogy, 2019
Background: In recent years, there has been considerable interest in the evolution of physical education teaching practice from a traditional "teacher-centred approach" to a "student-centred approach." Consequently, research has focused on questions about the changing conceptions of the teaching and learning process, that is,…
Descriptors: Teaching Methods, Physical Education Teachers, Learning Processes, Student Centered Learning
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Rautela, Renuka; Singh, Nandini Chatterjee – Childhood Education, 2019
In this article, the authors propose a problem-based approach to education that enables learners to build critical consciousness to drive "active citizenship"; develops their abilities to frame their identities; and empowers them to critically question any systemic, cultural, and physical manifestations of exclusion and marginalization.…
Descriptors: Neurosciences, Teaching Methods, Educational Philosophy, Sustainable Development
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Pratiwi, Ika; Putri, Ratu Ilma Indra; Zulkardi – Journal on Mathematics Education, 2019
This study aimed to produce a set of PISA-like mathematics problems content of uncertainty and data using long jump context in Asian Games that were valid, practical and had potential effects on the ability of the students' mathematical literacy. This study used the design research method of development studies type in two stages, preliminary and…
Descriptors: High School Seniors, Mathematics Skills, Problem Solving, Athletics
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Vazquez-Calvo, Boris; Zhang, Leticia Tian; Pascual, Mariona; Cassany, Daniel – Language Learning & Technology, 2019
Fan practices involving translation open up opportunities to explore language learning practices within the fandom (Sauro, 2017). We examine how three fans capitalize on fan translation and language learning. We consider the cases of Selo (an English-Spanish translator of games), Nino (a Japanese-Catalan fansubber of anime, and Alro (an…
Descriptors: Translation, Computer Games, Video Technology, Japanese
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Ronimus, Miia; Eklund, Kenneth; Pesu, Laura; Lyytinen, Heikki – Educational Technology Research and Development, 2019
This study investigates the effectiveness of a digital game--GraphoLearn (GL)--in supporting second-grade students who have persistent difficulties with acquiring accurate and fluent reading skills. The participants (N = 37) were randomly assigned either to a 6-week intervention including sessions with GL, in addition to school-provided support,…
Descriptors: Reading Difficulties, Intervention, Reading Fluency, Computer Games
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Taylor, Laura – Papers on Postsecondary Learning and Teaching, 2016
Active learning activities are becoming more prominent in the university setting, specifically in North America. However, in some departments, large class sizes make application and engagement with these types of activities particularly challenging. In response to this challenge, departments may look to supplemental programming for students, which…
Descriptors: Active Learning, Learning Activities, Learner Engagement, Business Communication
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de Aquino Leal, Alexis Vinícius; Ferreira, Deller James – International Journal of Information and Communication Technology Education, 2016
There is still no pedagogy to teach programming that stands out significantly from others and no consensus on what is the best way for learning programming. There is still a need to develop new teaching methods for learning in introductory programming courses. This paper presents a pedagogic approach in support of creativity in programming and the…
Descriptors: Foreign Countries, Secondary School Students, Computer Science Education, Programming
Bettmann, Joen – NAMTA Journal, 2016
Through a strong Montessori orientation to the parameters of spoken language, Joen Bettmann makes the case for "materializing" spoken knowledge using the stimulation of real objects and real situations that promote mature discussion around the sensorial aspect of the prepared environment. She lists specific materials in the classroom…
Descriptors: Speech Communication, Montessori Method, Singing, Vocabulary Development
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Tomaso, Cara C.; Zamboanga, Byron L.; Haas, Amie L.; Kenney, Shannon R.; Ham, Lindsay S.; Borsari, Brian – Journal of Child & Adolescent Substance Abuse, 2016
Drinking games and prepartying (i.e., drinking before going to a social gathering/event) have emerged as high-risk drinking behaviors in high school students. The present study examines the current prepartying behaviors of high school students who report current participation in extreme-consumption games (e.g., chugging) with those who do not.…
Descriptors: High School Students, Alcohol Abuse, Games, Risk
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Bryant, Brian R.; Bryant, Diane Pedrotty; Porterfield, Jennifer; Dennis, Minyi Shih; Falcomata, Terry; Valentine, Courtney; Brewer, Chelsea; Bell, Kathy – Journal of Learning Disabilities, 2016
The purpose of this study was to determine the effectiveness of a systematic, explicit, intensive Tier 3 (tertiary) intervention on the mathematics performance of students in second grade with severe mathematics difficulties. A multiple-baseline design across groups of participants showed improved mathematics performance on number and operations…
Descriptors: Intervention, Mathematics Achievement, Grade 2, Elementary School Students
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