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Jamie J. Jirout; Corinne A. Holmes; Kizzann Ashana Ramsook; Nora S. Newcombe – Grantee Submission, 2018
Spatial skills are consistently linked to mathematical reasoning, and are sensitive to intervention. One important spatial skill is spatial scaling. We evaluated whether (1) a playful scaling game might promote learning by providing feedback during play, and (2) spatial scaling is related to number-line estimation based on the mutual reliance on…
Descriptors: Spatial Ability, Feedback (Response), Educational Games, Scaling
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Jamie J. Jirout; Corinne A. Holmes; Kizzann Ashana Ramsook; Nora S. Newcombe – Mind, Brain, and Education, 2018
Spatial skills are consistently linked to mathematical reasoning, and are sensitive to intervention. One important spatial skill is spatial scaling. We evaluated whether (1) a playful scaling game might promote learning by providing feedback during play, and (2) spatial scaling is related to number-line estimation (NLE) based on the mutual…
Descriptors: Spatial Ability, Feedback (Response), Educational Games, Scaling
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Kabak, Kadir – Participatory Educational Research, 2021
The impact of developing technologies is also observed in educational environments where many digital content-based applications are used. When the studies conducted are examined, it is seen that the applications where digital content is presented to students constitute the majority. However, considering the 21st century skills, more is needed to…
Descriptors: Student Developed Materials, Computer Games, Computer Science Education, Computer Assisted Instruction
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Ashtari, Sadaf; Taylor, Joseph – International Journal of Education and Development using Information and Communication Technology, 2021
The integration of game-based techniques, Internet, and mobile phone technology in teaching has been adapted recently in classes as a Game-based Classroom Response System (GCRS). Game-based technological tools can make the learning environment more appealing for students, increase their learning perception and level of engagement. This…
Descriptors: Game Based Learning, Audience Response Systems, Educational Technology, Handheld Devices
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Dobson, Tom; Stephenson, Lisa; De Arede, Ana – English in Education, 2021
Literary criticism of children's literature asserts a one-directional view of power with the adult writer constructing the child reader. Using "aetonormativity"-- adult perceptions of normality -- this paper explores what happens when children co-construct publishable fiction. Our analysis of drama and creative writing workshops shows…
Descriptors: Literary Criticism, Childrens Literature, Writing for Publication, Creative Writing
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Hu, Dongpin; Yuan, Bei; Luo, Jiutong; Wang, Minhong – Knowledge Management & E-Learning, 2021
The rapid development of information and communication technology (ICT) has been increasingly changing the ways of teaching and learning and teacher development. While the literature shows a proliferation of studies exploring various issues of applying ICT in teacher development and teaching practice, there is a lack of overview of the literature…
Descriptors: Teaching Methods, Faculty Development, Learning Processes, Journal Articles
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Kohnke, Lucas; Ting, Adrian – Knowledge Management & E-Learning, 2021
Undergraduates are often advised to expand their discipline-specific vocabulary in order to cope with the rigor of reading and writing academic texts. For the students studying in English-medium settings, it is in their interest to acquire vocabulary in their disciplines as this is vital to academic success. While students recognize the importance…
Descriptors: Student Attitudes, Student Motivation, Undergraduate Students, Late Adolescents
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Billiot, Theresa; Forbes, Lukas P. – Journal of International Education in Business, 2021
Purpose: The purpose of this paper is to use Fink's (2013) taxonomy of significant learning in a retail marketing class to help rural, price-sensitive students develop empathy toward high-end urban customers while becoming self-directed learners. Design/methodology/approach: Using a 16-week pilot course, students developed a gaming prototype and…
Descriptors: Empathy, Learning Processes, Socioeconomic Status, Marketing
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Papastergiou, Marina; Kanaros, Dimitrios; Papamichou, Aspasia; Vernadakis, Nikolaos – Educational Media International, 2021
The aim of this study was the investigation of the impact of a year-long, student-centered Physical Education (PE) project, in which mobile applications for Physical Activity (PA) and nutrition monitoring, exergames and an online social learning platform were utilized, on students' PA, sedentary behavior and food selection criteria. The study…
Descriptors: Physical Education, Telecommunications, Handheld Devices, Physical Activity Level
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López-Banet, Luisa; Martínez-Carmona, Marina – EURASIA Journal of Mathematics, Science and Technology Education, 2021
Recent studies in science education have recognized a possible link between teachers' beliefs about scientific knowledge and its practice in the classroom. Therefore, it is essential to promote the evolution of the pre-service teachers' initial beliefs about methodologies for the teaching of chemistry in accordance with the discipline foundations…
Descriptors: Science Instruction, Teaching Methods, Chemistry, Preservice Teachers
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Balwant, Paul Tristen; Doon, Roshnie – International Journal of Educational Technology in Higher Education, 2021
In higher education, one commonly used teaching approach that is intended to develop deep learning is that of the 'Oxford' tutorial--a personalized Socratic approach in which an instructor discusses course-related issues with a handful of students. Even though this conventional tutorial model is well supported in the literature, it may be…
Descriptors: Tutoring, Tutors, Teaching Methods, Questioning Techniques
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Quazi, Afshan Naz – Journal of Educational Technology, 2021
The flight of globalization is steered through its course when fueled by knowledge, thrust by engines of technology and uplifted by force of information drive. The emergence of Information and Communication Technology era has the concrete potential of drastically transforming the teaching-learning process. Technology facilitates pedagogy and makes…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Teaching Methods
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Munuyand, Thulasirani A/P; Husain, Salina; Abdul Jabar, Mohd Azidan; Jusoh, Zuraini – Asian Journal of University Education, 2021
For teaching and learning Malay language grammar, there are many types of online assessment tools and applications have been developed in Malaysia. One such application is Quizizz, a game-based online quiz that facilitates teaching and learning. The purpose of this research is to measure the effectiveness of Quizizz application to teach and learn…
Descriptors: Language Tests, Indonesian Languages, Grammar, Teaching Methods
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Gundarina, Olena – International Journal of Research & Method in Education, 2021
This paper explores the use of creative techniques in a study of the experiences of Russian-speaking linguistic-minority migrant children in English state-funded primary schools at Key Stage Two (7-11 years old). The methodology is based on an interpretative paradigm using a qualitative research approach: a longitudinal multiple-case study with…
Descriptors: Russian, Native Language, Immigrants, Creativity
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Adkins-Jablonsky, Sarah J.; Shaffer, Justin F.; Morris, J. Jeffrey; England, Ben; Raut, Samiksha – CBE - Life Sciences Education, 2021
Anxiety can impact overall performance and persistence in college. Student response systems (SRSs), real-time active-learning technologies used to engage students and gauge their understanding, have been shown to elicit anxiety for some students. Kahoot! is an SRS technology that differs from others in that it involves gamification, the use of…
Descriptors: Audience Response Systems, Anxiety, Introductory Courses, Biology
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