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Mark W. St. Martin; Zeljka Vidic; Richard Oxhandler – Journal of American College Health, 2024
Objective: This study explored the differences in perceptions of stress levels and quality of life amongst college students enrolled in mindfulness meditation classes and those enrolled in an introductory holistic health class. Participants: 236 undergraduate students at a mid-sized university completed coursework and surveys. Methods: One-credit…
Descriptors: Metacognition, College Students, Stress Variables, Quality of Life
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Anand Jeyaraj – Journal of Information Systems Education, 2024
A significant activity in the business analytics process is enrichment, which deals with acquiring and combining data from external sources. While different strategies for enrichment are possible, it can be accomplished more efficiently through automation using Python scripts. Since business students may not be immersed in technology skills and…
Descriptors: Scaffolding (Teaching Technique), Business Administration Education, Data Analysis, Programming Languages
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Tue Ngoc Hoang; Duyen Thi Tran; Giang Thi Huong Hoang; Trinh Thi Tuyet Tran – Taiwan Journal of TESOL, 2024
Understanding the use of English in the workplace is essential for developing effective English language education programs in Higher Education Institutions (HEIs). However, workplace language needs are still understudied, particularly in Vietnam. Therefore, this paper reports on part of a task-based needs analysis research project carried out by…
Descriptors: Engineering, English for Special Purposes, Second Language Learning, Second Language Instruction
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Halimeh Khattib; Dorit Alt – Education and Information Technologies, 2024
Digital technology has broadened educational opportunities in science, positioning gamification as a pivotal tool. However, its full potential in enhancing science education has not been thoroughly explored. Addressing this research gap, this study delves into the less examined aspects of gamification within science education. Employing a…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Gamification
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Angelika Kullberg; Camilla Björklund; Ulla Runesson Kempe; Irma Brkovic; Maria Nord; Tuula Maunula – Educational Studies in Mathematics, 2024
Learning to calculate with natural numbers by structuring seems promising but how this can be taught in a sustainable manner remains an open question. An eight-month-long intervention based on the idea of using a structural approach to addition and subtraction, and particularly bridging through ten, was implemented in four Swedish first-grade…
Descriptors: Student Improvement, Addition, Subtraction, Mathematics Instruction
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Liquan Chen – Interactive Learning Environments, 2024
Through the sports group teaching of school students, this paper uses the evaluation method to construct the ability evaluation model, collects the changes of language ability, and tests the students' understanding ability, expression ability, action language, and group cooperation. Following the teaching for three months, the average value of the…
Descriptors: Physical Education Teachers, Teaching Methods, Multimedia Instruction, Sustainable Development
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Paul V. Mathew; Joemon Pappachan; Satyendra Kushwaha – Discover Education, 2024
This study aims to identify key factors influencing the performance and satisfaction of students in online courses during the COVID-19 pandemic. An online survey of 545 Indian university students was conducted, and structural equation modelling was used to analyse the data. The results highlight four critical factors high-quality instruction,…
Descriptors: Foreign Countries, College Students, Electronic Learning, Student Attitudes
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Nurhening Yuniarti; Yuni Rahmawati; Muhammad Anwar; Vando Gusti Al Hakim; Hendra Hidayat; Didik Hariyanto; Amelia Fauziah Husna; Jen-Hang Wang – European Journal of Education, 2024
Preparing high-quality graduates is a pressing challenge in teacher education, particularly among vocational high school graduates in Indonesia who face elevated unemployment rates. This experimental study explores the impact of integrating augmented reality (AR) and higher order thinking skills (HOTS) into vocational teacher education, empowering…
Descriptors: Computer Simulation, Technology Uses in Education, Thinking Skills, Academic Achievement
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Wang Zhou; YeaJin Kim – Education and Information Technologies, 2024
The application of artificial intelligence technologies, such as ChatGPT-4, offers a substantial chance to improve the learning process. The promising prospect of utilizing artificial intelligence and ChatGPT-4 to enhance educational interactions by offering tailored and engaging experiences is highly enticing. The promise of ChatGPT-4 resides in…
Descriptors: Music Education, Computer Software, Undergraduate Students, Foreign Countries
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Hashituky Telesphore Habiyaremye; Celestin Ntivuguruzwa; Philothere Ntawiha – Education and Information Technologies, 2024
The current study aimed to sightsee the effectiveness of Mathematical knowledge for teaching (MKT) through lesson planning and technological pedagogical content knowledge (TPACK) on Rwandan mathematics tutors in teachers' training colleges. A quasi-experimental research design was used with a control and an experimental group. The experimental…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Lesson Plans, Mathematics Instruction
Myrna Lizette Baylis – ProQuest LLC, 2024
This qualitative study examined the experiences and perspectives of five high school teachers in a suburban area in Northern California. It investigated how each mainstream content teacher adapted their curriculum for their Newcomer Emergent Bilingual students. A Newcomer Emergent Bilingual student is one who has recently immigrated to the United…
Descriptors: High School Teachers, Adjustment (to Environment), Curriculum Development, Bilingual Students
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Caitlin Cole; Roberto H. Parada; Erin Mackenzie – Journal of Research on Technology in Education, 2024
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the…
Descriptors: Elementary School Students, Middle School Students, High School Students, Video Games
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Natalie S. Vandepol; Ashley Shade – Journal of Microbiology & Biology Education, 2024
The ubiquity and ease with which microbial cells disperse over space is a key concept in microbiology, especially in microbial ecology. The phenomenon prompted Baas Becking's famous "everything is everywhere" statement that now acts as the null hypothesis in studies that test the dispersal limitation of microbial taxa. Despite covering…
Descriptors: Experiential Learning, Learner Engagement, Undergraduate Students, Scientific Concepts
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Yeter Ünlü; Emre Yildiz; Sinan Akdag – Distance Learning, 2024
This study adopted integrated cooperative learning and writing-to-learn activities rather than the traditional approach to having preservice science teachers acquire knowledge about classroom management. The effects of these practices were compared. This research aims to determine the effects of cooperative news articles and story writing, as well…
Descriptors: News Writing, Cooperative Learning, Writing (Composition), Electronic Learning
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Feyza Candan; Mehmet Basaran – Interactive Learning Environments, 2024
This research aims to examine the effects of Kahoot, a technology-based gamification tool, on the learning process. The research design is qualitative and uses meta-thematic analysis to analyze data collected through document analysis and content analysis of 40 studies. The results show that Kahoot has positive impacts on students' cognitive,…
Descriptors: Public School Teachers, Gamification, Educational Games, Technology Uses in Education
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