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Johnson, Heather Lynn; Gardner, Amber; Smith, Amy; Olson, Gary; Wang, Xin – North American Chapter of the International Group for the Psychology of Mathematics Education, 2019
Opportunities matter when it comes to students' math attitudes and performance. Over two semesters, across treatment sections of college algebra students, we implemented a set of dynamic computer activities linking animations and graphs. Across all sections, we administered a fully online survey of students' attitudes toward math. Using mixed…
Descriptors: Computer Assisted Instruction, Computer Uses in Education, College Students, Algebra
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Sarah J. Anderson; Heather A. Jamniczky; Olave E. Krigolson; Sylvain P. Coderre; Kent G. Hecker – npj Science of Learning, 2019
Advances in computer visualization enabling both 2D and 3D representation have generated tools to aid perception of spatial relationships and provide a new forum for instructional design. A key knowledge gap is the lack of understanding of how the brain neurobiologically processes and learns from spatially presented content, and new quantitative…
Descriptors: Anatomy, Medicine, Brain, Neurology
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Huang, Wen; Roscoe, Rod D.; Craig, Scotty D.; Johnson-Glenberg, Mina C. – Journal of Educational Computing Research, 2022
Virtual reality (VR) has a high potential to facilitate education. However, the design of many VR learning applications was criticized for lacking the guidance of explicit and appropriate learning theories. To advance the use of VR in effective instruction, this study proposed a model that extended the cognitive-affective theory of learning with…
Descriptors: Affective Behavior, Learning Theories, Computer Simulation, Teaching Methods
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Mdlalose, Noluthando; Ramaila, Sam; Ramnarain, Umesh – International Journal of Higher Education, 2022
The development of 21st century competencies and skills in science teaching and learning is a key strategic imperative. Game-based learning platforms can be used to promote pedagogic innovation in various educational settings. Game-based applications such as Kahoot! have been increasingly used in education to facilitate meaningful enactment of…
Descriptors: Science Teachers, Science Instruction, Teacher Education Programs, Teaching Methods
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García-Gómez, Antonio – Computer Assisted Language Learning, 2022
By using small focus group discussions, the present study aims to gain insight into students' perceptions about the impact of WhatsApp use in their learning process. More specifically, this study presents a cross-cultural analysis of British and Spanish university students' personal beliefs about the effectiveness of using WhatsApp to complete…
Descriptors: Second Language Learning, Second Language Instruction, Computer Software, Pragmatics
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Karakaya Cirit, Didem – International Journal of Contemporary Educational Research, 2022
This paper analyzed Scratch projects developed by undergraduate students. The sample consisted of 22 child development students (18 women and four men) in the 2018-2019 academic year. The study adopted an action research design within the scope of a course titled "Teaching Science and Mathematics in Preschool Education." The research was…
Descriptors: Coding, Preschool Education, Computer Science Education, Computer Software
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Aljameel, Iman H. – International Education Studies, 2022
This study reviewed some of the research efforts exploring the use of technology in English as a foreign language (EFL) classroom in Saudi Arabia at different educational levels. The review aimed to examine the state of technology use in EFL classrooms and its potential. The findings showed that most studies were conducted by academic researchers…
Descriptors: Foreign Countries, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
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Wang, Yi-Chien – International Journal of Computer-Assisted Language Learning and Teaching, 2022
This study explored the effects of technology-mediated task-based language teaching (TMTBLT) in an English as a foreign language (EFL) writing course on students' descriptive writing performance. A quasi-experiment was conducted. Students in two writing courses were recruited and randomly assigned to an experimental or control group. The…
Descriptors: Teaching Methods, Second Language Learning, Second Language Instruction, English (Second Language)
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Önal, Nezih; Çevik, Kerim Kürsat; Senol, Veysel – Interactive Learning Environments, 2022
The aim of this study is to demonstrate effectiveness of mobile game called SOS Table in the context of the subject "Tenses in English" within the framework of mobile learning tools acceptance, learning language motivation and mobile learning attitude of the students. The target group of the research consists of preparatory class…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Teaching Methods
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Potter, Alice E.; Knowler, Helen; Done, Elizabeth J. – Emotional & Behavioural Difficulties, 2022
This article seeks to illustrate the usefulness to teacher educators of small-scale qualitative social media content analysis by reporting a study of online microblogs (tweets) posted by senior school leaders' relating to 'off rolling' (practices that bypass legal permanent exclusion procedures in English mainstream schools). The outlined method…
Descriptors: Social Media, Teacher Attitudes, Inclusion, Computer Software
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Kerrigan, John; Aghekyan, Rosa – International Journal of Teaching and Learning in Higher Education, 2022
This paper explores the effective online teaching practices and activities used for an asynchronous online learning environment. During the 15-week semester, students had various opportunities to learn rigorous content while utilizing various technological tools. The course, called "How People Learn," offered diverse and exciting…
Descriptors: Online Courses, Teaching Methods, Asynchronous Communication, Learning Processes
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Razo, Rosy; Blankenship-Knox, Ann E. – Educational Leadership and Administration: Teaching and Program Development, 2022
How do we ensure that all students have the tools and resources they need to succeed in today's educational context? In this article, we explore how the right to education generally and to specific educational tools and resources in California have been protected through litigation in the past; how the COVID-19 pandemic revealed technology-based…
Descriptors: Access to Computers, Disadvantaged, Equal Education, Internet
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Jauregi-Ondarra, Kristi; Christoforou, Maria; Boglou, Dimitrios – Research-publishing.net, 2022
Computer-mediated communication tools facilitate international collaboration projects between foreign language learners and peers abroad (O'Dowd, 2018). Social Virtual Reality (VR) applications allow for synchronous interactions and task-based communication in which learners can experience telepresence and immersion and conversate in a foreign…
Descriptors: Computer Mediated Communication, International Cooperation, Cooperative Learning, Second Language Learning
Lambert, Richard – Center for Educational Measurement and Evaluation, 2022
Each game within the Ignite by Hatch™ gaming environment belongs to an overall developmental domain and skills-based subdomain and is intended to meet the developmental needs of children at specific skill levels. These skill levels (Beginning, Emerging, Intermediate, Accomplishing, and Proficient+) form an intended developmental pathway. Children…
Descriptors: Formative Evaluation, Child Development, Developmental Stages, Computer Games
Yasin Karatay – ProQuest LLC, 2022
The assessment of oral proficiency in English for Specific Purposes (ESP) contexts remains a central challenge for researchers, test developers, and classroom teachers (Knoch & Macqueen, 2020). This problem is apparent especially in Tourism and Hotel Management (THM) programs, where students are tested mostly based on grammar, vocabulary, and…
Descriptors: English for Special Purposes, Second Language Learning, Second Language Instruction, Tourism
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