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Matthew Bailly – Online Submission, 2025
This practitioner article presents a data-driven phonemic awareness intervention model designed for K-2 students in a rural Title 1 elementary school. The purpose of the project was to address foundational reading gaps among early learners, particularly in communities with limited preschool access, low graduation rates, and minimal family-school…
Descriptors: Elementary School Students, Kindergarten, Young Children, Grade 1
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Xiaoli Huang; Wei Xu; Ruijia Liu – International Journal of Distance Education Technologies, 2025
This article presents a meta-analysis of the existing literature using Stata 18.0, focusing on the effects of ITSs on learning attitudes, knowledge acquisition, learner motivation, performance, problem-solving skills, test scores, and educational outcomes across different countries and educational levels (k = 30, g = 0.86). The findings suggest…
Descriptors: Intelligent Tutoring Systems, Outcomes of Education, Learning Motivation, Student Attitudes
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Gerardo Herrera; Lucía Vera; Patricia Pérez-Fuster; Arturo López-Fernández; Álvaro López; Ümit Savas-Taskesen; Nigel Newbutt – Educational Technology Research and Development, 2025
The increased availability of low-cost, standalone and immersive virtual reality (VR) can facilitate adoption in autism education. An immersive VR implementation of the individual work system (IWS) from the TEACCH® approach has the potential to be a safe and predictable environment for autistic learners with or without intellectual disability.…
Descriptors: Foreign Countries, Autism Spectrum Disorders, Students with Disabilities, Computer Simulation
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Keng-Chih Hsu; Gi-Zen Liu – Journal of Computer Assisted Learning, 2025
Background: Augmented reality (AR) emerges as a technology with considerable promise and substantial potential for pedagogical integration within language education contexts. However, there remains a scarcity of review studies exploring the best practices and principles for oral communication facilitation based on robust theoretical models or…
Descriptors: Computer Simulation, Computer Assisted Design, Verbal Communication, Language Acquisition
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Serhat Güzel; Cevdet Yilmaz – JALT CALL Journal, 2025
Gamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of 'self' as…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Program Effectiveness
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Ting-Chia Hsu; Mu-Sheng Chen – Education and Information Technologies, 2025
This study aimed to compare the effectiveness of the experiential learning cycle (ELC) and self-regulated learning (SRL), both implemented through a game-based approach (AI 2 Robot City board game), in fostering computational thinking (CT) and understanding of artificial intelligence (AI) applications in university level. The sample consisted of…
Descriptors: College Freshmen, Artificial Intelligence, Logical Thinking, Teaching Methods
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Victoria Pennington; Emily Howell; Lindsey W. Rowe; Nicole Ferguson-Sams; Mihaela Gazioglu; Kavita Mittapalli; Amlan Banerjee – Journal of Adolescent & Adult Literacy, 2025
In this design-based research study, in-service educators participated in a grant-funded professional development (PD) project to increase district capacity for multilingual learner instruction. Initial data indicated teacher comfort with technology but difficulty tailoring it to the unique multiliterate practices of culturally and linguistically…
Descriptors: Diversity Equity and Inclusion, Equal Education, Inservice Teacher Education, Faculty Development
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Türkan Karakus Yilmaz; Zafer Yilmaz; Ömer Arpacik – Journal of Educational Computing Research, 2025
This study compares museum-related knowledge, museum learning experiences and cognitive load based on task types presented via a mobile application during a museum virtual tour. The study involved three experiments, each examining the effects of different task types. In the first experiment, tasks varied by difficulty (easy vs. difficult), in the…
Descriptors: Cognitive Ability, Museums, Computer Simulation, Information Technology
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Wapee Kong-in; Napatsorn Treesa-nga; Sirikanjana Baikam; Areewan Iamsa-ard – Anatolian Journal of Education, 2025
This study investigates the effectiveness of integrating multimedia and the Team-Games Tournament cooperative learning model (M-TGT) in enhancing English vocabulary acquisition and retention among Thai elementary school students. A true experimental design was employed with 64 Grade 4 students, randomly assigned to either an experimental group…
Descriptors: English (Second Language), Second Language Instruction, Multimedia Instruction, Game Based Learning
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Anna Zólyomi – Language Teaching Research, 2025
Differentiated instruction (DI) has shown positive effects on the success of language learning as compared to traditional teaching. Examining teachers' beliefs pertaining to differentiation is important owing to the fact that teachers' beliefs shape their pedagogical practices. Therefore, this study is aimed at exploring English teachers' beliefs…
Descriptors: Foreign Countries, Individualized Instruction, Teaching Methods, Second Language Instruction
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Chenzi Xie; Supot Rattanapun; Rawi Buaduang; Tubagus Darojat; Alan Robert White – Shanlax International Journal of Education, 2025
This study aims to explore the impact of gamified teaching on primary school students' oral English proficiency and compare it with traditional teaching methods. The study randomly selected 160 students from 10 classes and divided the participants into gamified teaching group and traditional teaching group. The experimental group adopted gamified…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Elementary School Students
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Eliane Segers; Aurora Troncoso-Ruiz; Anouk Bakker; Liesbeth A.T. Crajé-Tilanus; Jos Keuning; Marco Van de Ven – Journal of Research in Reading, 2025
Background: Children nowadays have to read and understand multiple digital documents while living in the current digital society. We examined the relation between digital exposure and multiple digital document reading outcomes in 203 5th graders (age, M = 10.33 years). Methods: At the beginning of 5th grade, we assessed their working memory,…
Descriptors: Elementary School Students, Grade 5, Short Term Memory, Attention
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Lori E. Skibbe; Nicholas E. Waters; Ryan P. Bowles – Journal of Research in Reading, 2025
Background: The current study examined whether the home literacy environment (HLE) has the same meaning and predictive value for children with and without speech and/or language impairment. Methods: Parents reported on their HLE for children with typical development (n = 811) and those with speech and/or language impairment (S/LI, n = 235). All…
Descriptors: Family Literacy, Family Environment, Preschool Children, Speech Impairments
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Gail M. Hoyt; Roisin O'Sullivan – Journal of Economic Education, 2025
Most economics departments have a cadre of ancillary elements intended to enhance the experience of their undergraduate majors. These may include opportunities to attend speaker series, give conference presentations, participate in student organizations, or work as teaching or research assistants. While economists have studied individual…
Descriptors: Economics Education, Undergraduate Students, Educational Opportunities, Ancillary School Services
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Maurice James Lyver; Howard Royston Lees – Education & Training, 2025
Purpose: The purpose of this paper is to empirically test whether or not an online business simulation game (OBSG) can enhance key soft skills and self-perceived employability. Design/methodology/approach: This research employed a blended learning approach to syllabus delivery. Five soft skills and self-perceived employability were measured before…
Descriptors: Employment Qualifications, Soft Skills, Self Concept, Teamwork
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