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Sandra Elsom; Colleen Stieler-Hunt; Margaret Marshman – Interactive Learning Environments, 2024
Proponents of game-based learning see potential for the inclusion of Alternate Reality Games (ARGs) in higher education. Research has shown that an ARG can support the induction and socialisation of students but engagement in educational ARGs has been disappointing. We explored whether students could learn via an ARG embedded in curriculum: if…
Descriptors: Computer Simulation, Integrated Curriculum, Game Based Learning, Educational Games
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Wing Yee Jenifer Ho; Kevin W. H. Tai – International Journal of Bilingual Education and Bilingualism, 2024
Language learning through online platforms is becoming increasingly popular. The technological affordances of YouTube provide a translanguaging space for learners and teachers alike to bring their different identities, experiences and histories and create a coordinated performance (Li 2011, "Moment Analysis and Translanguaging Space:…
Descriptors: Translation, Code Switching (Language), Electronic Learning, Instructional Films
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Rebecca Wilson-Mah; Ann-Kathrin McLean – International Journal for Students as Partners, 2024
Aiming to develop a course with students as partners and to explore the process, two faculty initiated a curriculum development partnership with graduate students to design a new field study course. Applying a collaborative inquiry approach, we engaged in a research collaboration with graduate students online. The data collection was organised and…
Descriptors: Foreign Countries, Curriculum Development, Graduate Students, Masters Programs
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Yi-Fan Li; Jue-Qi Guan; Xiao-Feng Wang; Qu Chen; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2024
Background: Self-regulated learning (SRL) is a predictive variable in students' academic performance, especially in virtual reality (VR) environments, which lack monitoring and control. However, current research on VR encounters challenges in effective interventions of cognitive and affective regulation, and visualising the SRL processes using…
Descriptors: Electronic Learning, Individualized Instruction, Learning Processes, Performance
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Kathleen N. Tuck; Jason C. Chow; Gospel Y. Kim; Elisabeth J. Malone; Kelsey H. Smith – Beyond Behavior, 2024
Visual activity schedules (VASs) are an effective, efficient intervention designed to promote positive language and behavioral development for elementary students with and at risk for emotional and behavioral disorders (EBD). However, VAS design and implementation varies widely in the extant research, prohibiting the ease of implementation in…
Descriptors: Elementary School Students, Learner Engagement, Behavior Development, Language Acquisition
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Davood Ghorbanzadeh; Atena Rahehagh; Mohammad Najarzadeh – Journal of Applied Research in Higher Education, 2024
Purpose: A university's brand is a key competitive advantage in higher education (HE). This study examines the university's reputation's intermediary impact on core services (emotional environment, perceived faculty and course suitability) and brand loyalty in private universities in Iran. Design/methodology/approach: A quantitative method was…
Descriptors: Group Unity, Attachment Behavior, Marketing, Advertising
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Marten B. Westerhof; Colm O’Kane; Gavin Duffy – Design and Technology Education, 2024
Spatial skills are crucial to STEM disciplines and involve a variety of cognitive processes and skills related to visualising, reasoning and communicating about spatial relations. Particularly in the primary school years, attaining 'spatial literacy' gives children a valuable set of skills and knowledge that can aid them in successful…
Descriptors: Spatial Ability, Handicrafts, Creative Activities, Design
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Razan Hamed; Elizabeth Gdanski; Jooeun Kim; Julianne Le; Amy Lopez; Azmina Panjwani; Allyson Tong; Gloriana Wilson – Journal of Occupational Therapy Education, 2024
Virtual reality (VR) is an immersive innovative technology that can be used with occupational therapy students for bias training in preparation for fieldwork and clinical practice. The purpose of this study was to explore the use of VR as a complementary educational tool in bias and microaggressions (MA) training for entry-level occupational…
Descriptors: Computer Simulation, Technology Uses in Education, Sensitivity Training, Bias
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Jingfang Sun – International Journal of Web-Based Learning and Teaching Technologies, 2024
The application of multimedia technology in college English classroom teaching is suitable for sports and mute with illustrations, excellent audio, and video. The application of multimedia in the field of education has become the focus of the current English education reform, and education has entered the industrial age and the information age.…
Descriptors: Information Retrieval, Learning Management Systems, Multimedia Materials, College English
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Chrissi Nerantzi; Emma Gillaspy; Sandra Sinfield; Marianthi Karatsiori; Tom Burns; Anna Hunter; Hannah Seat; Nathalie Tasler – Innovations in Education and Teaching International, 2024
The global pandemic has led to an explosion of open learning opportunities for academics to connect, share and develop ideas together. This paper presents a collaborative autoethnographic case study on the educational leadership approaches enacted and experienced in the voluntary Creativity for Learning in Higher Education (#creativeHE) community.…
Descriptors: Participation, Leadership, Creativity, Learning Processes
Laurel Grigg Mason – ProQuest LLC, 2024
Undergraduate Research (UR) is a high-impact practice that results in positive outcomes for participants, such as improved academic skills and intellectual development as well as higher graduation rates and graduate school attendance. This research project compares the UR participation patterns of students with learning disabilities (LD) and their…
Descriptors: Undergraduate Study, Students with Disabilities, Learning Disabilities, Student Research
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Joy G. Bertling; Amanda Galbraith; Tabitha Wandell Doss; Rita Swartzentruber; Meredith Massey; Nikki Christen – International Journal of Education & the Arts, 2024
Over the past decade, the arts' potential role in advancing mainstream transdisciplinary curriculum models, like STEM, has been more overtly recognized, both within arts and STEM communities. In this study, we explored STEAM curricula centered around data visualization, a transdisciplinary practice commonly utilized in design and STEM fields and…
Descriptors: Middle School Students, Middle School Teachers, Grade 8, STEM Education
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Edgar Alstad; Maren Berre; Per Nilsson – Mathematics Education Research Journal, 2024
This study continues an investigation of how spherical units, compared to cubical units, can facilitate students' units-locating and organizing units in composites. We analyze how Norwegian grade 3 students enumerate 3D arrays with cubical and spherical units. Our results show how spherical units can act as perceptual clues that facilitate…
Descriptors: Foreign Countries, Elementary School Students, Elementary School Teachers, Elementary School Mathematics
Sandy Dellalonga – ProQuest LLC, 2024
The purpose of this qualitative, phenomenological study was to understand early childhood teachers' perceptions surrounding the topic of childhood scribbles as they relate to emergent literacy. Sociocultural theory provided a foundation for this research because of its focus on relationships between children, other children, and teachers to foster…
Descriptors: Emergent Literacy, Early Childhood Teachers, Freehand Drawing, Teacher Attitudes
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Sudha V. Krishnan – Journal of the American Academy of Special Education Professionals, 2024
Multiliteracies provide a unique opportunity to students with extensive support needs (ESN) because they extend literacy practices to include print-based texts along with the visual, audio, gestural, and spatial modes, thereby engaging students in literacy practices and higher-level skills regardless of their fluency in language or learning…
Descriptors: Teacher Expectations of Students, Literacy, Special Needs Students, Multiple Literacies
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