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Rothwell, Gregory; Shaffer, Michael – Education Sciences, 2019
eSports is a rising modality of sports entertainment in the United States and has growing implications for education. Providing competitive eSports teams in schools satisfies the growing desire to train and educate students on the skills emphasized in STEM and Career Technical Education (CTE) education, as well as in programs such as English and…
Descriptors: Educational Technology, Technology Uses in Education, Competition, Skill Development
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Mese, Can; Dursun, Ozcan Ozgur – Turkish Online Journal of Distance Education, 2019
The purpose of this study was to determine the effectiveness of blended learning environments enriched with the use of gamification elements. The study was carried out using the convergent parallel mixed design, in which the qualitative and quantitative data were integrated. The study was conducted with 63 participants who were randomly divided…
Descriptors: Blended Learning, Inquiry, Academic Achievement, Student Motivation
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Terenko, Olena – Comparative Professional Pedagogy, 2019
Factors that influence motivation are split into external and internal. Key peculiarities of adult who learns are found out. A person who studies can trace connection between educational needs and solution of everyday life problems. Basic terms of learning efficiency are: self-orientation and independence. The main principles of adult education…
Descriptors: Adult Education, Foreign Countries, Educational Technology, Informal Education
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Esteve-Mon, Francesc M.; Adell-Segura, Jordi; Llopis Nebot, María Ángeles; Valdeolivas Novella, Gracia; Pacheco Aparicio, Julio – Journal of Information Technology Education: Innovations in Practice, 2019
Aim/Purpose: This research aims to describe and demonstrate the results of an intervention through educational robotics to improve the computational thinking of student teachers. Background: Educational robotics has been increasing in school classrooms for the development of computational thinking and digital competence. However, there is a lack…
Descriptors: Computation, Thinking Skills, Skill Development, Robotics
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Page, Jane; Cock, Megan L.; Murray, Lisa; Eadie, Tricia; Niklas, Frank; Scull, Janet; Sparling, Joseph – International Journal of Early Childhood, 2019
New approaches to support the early learning for young Indigenous children are important to government policies across Australia. This study explores whether the Abecedarian Approach Australia (3a) intervention, with strong cultural adaptations, can boost young Aboriginal children's early language and learning skills, prior to preschool.…
Descriptors: Indigenous Populations, Intervention, Prediction, Parent Child Relationship
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Camacho Vásquez, Gonzalo; Ovalle, Joan Camilo – GIST Education and Learning Research Journal, 2019
This article is the product of an Action Research study that aimed at demonstrating the effects of videogames on vocabulary acquisition in a group of 15 students from 8th semester of the program of B.A. in English of the University of Tolima. The analysis of results, gathered by vocabulary tests and students and teachers' journals, showed that the…
Descriptors: Teaching Methods, Action Research, Vocabulary Development, English (Second Language)
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Mwangi, Esther W.; Gachahi, Michael W.; Ndung'u, Catherine W. – Pedagogical Research, 2019
Children learn better when they socialise with items, tools and people in their environment. Provision of creative fun-filled environment boosts children's learning. Lack of a good socialising environment may affect a child's growth and development. The main goal of this study was to assess the role of mass media as a socialisation agent in…
Descriptors: Mass Media Role, Counties, Elementary School Students, Socialization
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Bioglio, Livio; Capecchi, Sara; Peiretti, Federico; Sayed, Dennis; Torasso, Antonella; Pensa, Ruggero G. – IEEE Transactions on Learning Technologies, 2019
In this paper, we address the problem of enhancing young people's awareness of the mechanisms involving privacy in online social networks by presenting an innovative approach based on gamification. In particular, we propose a web application that allows kids and teenagers to experience the typical dynamics of information spread through a realistic…
Descriptors: Privacy, Social Media, Children, Adolescents
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Brunner, Melissa; Palmer, Stuart; Togher, Leanne; Hemsley, Bronwyn – International Journal of Language & Communication Disorders, 2019
Background: Social media can support people with communication disability to access information, social participation and support. However, little is known about the experiences of people with traumatic brain injury (TBI) who use social media to determine their needs in relation to social media use. Aims: To determine the views and experiences of…
Descriptors: Social Media, Communication Problems, Social Networks, Disabilities
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Rubin, D. A.; Wilson, K. S.; Honea, K. E.; Castner, D. M.; McGarrah, J. G.; Rose, D. J.; Dumont-Driscoll, M. – Health Education Research, 2019
Process evaluations provide insight into the implementation of complex interventions. This study is a process evaluation for the implementation of a parent-led physical activity intervention at home with youth with a rare neurodevelopmental disorder (Prader-Willi syndrome, PWS) and youth with non-syndromal obesity (NSO). Participants included 42…
Descriptors: Physical Activities, Intervention, Neurological Impairments, Developmental Disabilities
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Wang, Junhua – Journal of Technical Writing and Communication, 2019
In the field of intercultural business and technical communication, intercultural communication has been a regular topic in curriculum for decades; various teaching approaches exist for developing students' cultural awareness and helping them achieve a theoretical understanding about the concept of culture, cultural differences, and cultural…
Descriptors: Intercultural Communication, Business Communication, Teaching Methods, Cultural Awareness
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Smith, Keyonda; Abrams, Sandra Schamroth – International Journal of Information and Learning Technology, 2019
Purpose: The purpose of this paper is to explore the issue of access to digital technology by using the lens of accessibility as set forth by the Rehabilitation Act of 1973 and the American Disabilities Act (ADA) of 1990. More specifically, this paper focuses on gamification, considers the needs of all learners, including those who identify as…
Descriptors: Educational Games, Access to Computers, Disabilities, Federal Legislation
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TAS, Besra – Turkish Online Journal of Educational Technology - TOJET, 2019
The aim of this paper will be the presentation of an alternative, a deeper one compared to the popular measure of the standard of living, which is HDI, a measure of the socio-economic development of residents of the European Union. In this article the synthetic index of the socioeconomic development of the European Union countries will be…
Descriptors: Student School Relationship, Video Games, Addictive Behavior, Adolescents
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Eder, Lauren B.; Antonucci, Yvonne L.; Monk, Ellen F. – Journal of Information Systems Education, 2019
The value of enterprise resource planning (ERP) systems to business organizations has long been recognized with their use being integrated into educational business curricula and training. ERPsim games incorporate live business simulations that enable students to learn about ERP concepts firsthand by working in teams and managing their own…
Descriptors: Learner Engagement, Teamwork, Group Dynamics, Business Administration Education
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Spilles, Markus; Hagen, Tobias; Hennemann, Thomas – Insights into Learning Disabilities, 2019
Children with externalized behavioral problems (BP) are at increased risk of being affected by a lack of social skills and academic engagement, and reading difficulties can frequently occur. Peer-tutoring (PT) interventions demonstrably promote both positive behavior and academic outcomes. To foster these effects, using interdependent group-reward…
Descriptors: Student Behavior, Tutors, Peer Teaching, Behavior Problems
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