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Goker, Hanife; Ozaydin, Latife; Tekedere, Hakan – EURASIA Journal of Mathematics, Science & Technology Education, 2016
Early intervention and early education have a special place in educating the children with Impaired Hearing (IH). The advancements in information and communication technologies have led to adopting the view that such technologies could be applied in the educational process of the children with IH. Besides, the positive results acquired in the…
Descriptors: Early Intervention, Hearing Impairments, Computer Software, Young Children
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Anthony, Jason L. – Journal of Research on Educational Effectiveness, 2016
This study evaluated Earobics Step 1, a commercial literacy program, and examined whether impact varied with children's school readiness and classroom instruction. Participants included 247 kindergarteners from 37 classrooms in nine Title 1 schools. Children were randomly assigned to receive 21 weeks of computerized instruction with Earobics or…
Descriptors: Literacy Education, Program Effectiveness, School Readiness, Randomized Controlled Trials
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Jabbar, Azita Iliya Abdul; Felicia, Patrick – International Journal of Game-Based Learning, 2016
This paper aims to show best practices of GBL design for engagement. It intends to show how teachers can implement GBL in a collaborative, comprehensive and systematic way, in the classrooms, and probably outside the classrooms, based on empirical evidence and theoretical framework designed accordingly. This paper presents the components needed to…
Descriptors: Computer Games, Teaching Methods, Teacher Surveys, Guidelines
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Fedorenko, Marina V.; Bykova, Svetlana S. – International Journal of Environmental and Science Education, 2016
The relevance of the topic is due to the need of self-correction of senior preschoolers. Adequate self-esteem of preschoolers will give us an opportunity to prepare them for school more effectively, as well as to create some positive character traits. The preschool age is the initial period of development of a child's self-esteem. This is the most…
Descriptors: Preschool Children, Self Esteem, Personality Traits, Art Therapy
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Korkmaz, Özgen – Malaysian Online Journal of Educational Sciences, 2016
The aim of this study was to investigate the effect of the Scratch and Lego Mindstorms Ev3 programming activities on academic achievement with respect to computer programming, and on the problem-solving and logical-mathematical thinking skills of students. This study was a semi-experimental, pretest-posttest study with two experimental groups and…
Descriptors: Foreign Countries, College Students, Programming, Computer Science Education
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Russo, James – Australian Primary Mathematics Classroom, 2016
This article describes activities in which students deepen their relational understanding of the equals sign through exploring inequalities in a competitive dice game, built around the familiar fairy-tale "The Three Little Pigs" and "The Big Bad Wolf." The activity can be adapted to different abilities by choosing more or less…
Descriptors: Picture Books, Teaching Methods, Class Activities, Mathematics Education
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Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F. – Physical Review Physics Education Research, 2016
A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment "StudentResearcher," which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Quantum Mechanics
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Beckmann, Elizabeth A.; Mahanty, Sango – Australasian Journal of Educational Technology, 2016
This paper presents selected findings from a 5-year design-based research case study of the evolution of an online role play that allows postgraduate students to explore the complexities inherent in land rights negotiations between indigenous peoples and others. In the context of Laurillard's (2002) conversational framework and a design-based…
Descriptors: Foreign Countries, Graduate Students, Role Playing, Integrated Learning Systems
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Wong, Lung-Hsiang; Hsu, Ching-Kun – Technology, Pedagogy and Education, 2016
This paper reports a novel, mobile-assisted, game-based learning design for Chinese character learning. In playing the "Chinese-PP" game in a 1:1 (one-device-per-student) setting, each of the 31 target students in Primary 3 (9 years old) is assigned a Chinese character component. A student may make use of his/her own and peers' character…
Descriptors: Foreign Countries, Primary Education, Elementary School Students, Grade 3
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Misfeldt, Morten; Zacho, Lis – Journal of Mathematics Teacher Education, 2016
In this article, we address how the design of educational scenarios can support teachers' adoption of both technology and open-ended projects indorsing creativity and innovation. We do that by describing how groups of teachers develop digital learning environments supporting using a combination of GeoGebra and Google sites. Both teachers and…
Descriptors: Mathematics, Mathematics Instruction, Vignettes, Teacher Collaboration
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Bajko, Robert; Hodson, Jaigris; Seaborn, Katie; Livingstone, Pamela; Fels, Deborah – Information Systems Education Journal, 2016
Gamification is an increasingly acceptable alternative to traditional classroom structures and practices that is based on the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and courses. While gamification in the classroom is not…
Descriptors: Undergraduate Students, Multimedia Materials, Social Media, Student Participation
Cvetkovic, Dragan, Ed. – InTech, 2016
The first chapter provides an overview of the popular systems for distance learning. In the second chapter, a review of all major social and economic activities in order to improve the system of virtual learning is given. The third chapter deals with the influence of technology in the management of educational institutions. The fourth chapter…
Descriptors: Educational Technology, Technology Uses in Education, Distance Education, Integrated Learning Systems
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Jose, G. Rexlin – Journal on English Language Teaching, 2015
Vocabulary is the gateway to knowledge that unlocks the doors of sublime ideas to the readers. The competency on the lexical items of language plays a significant role in learning a new concept. Any learner who has excellent command over the use of vocabulary excels in his/her study of different subjects. Vocabulary learning is one of the…
Descriptors: Vocabulary Development, Language Acquisition, Learning Strategies, English (Second Language)
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Cutumisu, Maria; Blair, Kristen P.; Chin, Doris B.; Schwartz, Daniel L. – Journal of Learning Analytics, 2015
We introduce one instance of a game-based assessment designed to measure students' self-regulated learning choices. We describe our overarching measurement strategy and we present "Posterlet", an assessment game in which students design posters and learn graphic design principles from feedback. We designed "Posterlet" to assess…
Descriptors: Evaluation Methods, Games, Measurement Techniques, Student Evaluation
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Busch, Carsten; Claßnitz, Sabine; Selmanagic,, André; Steinicke, Martin – Electronic Journal of e-Learning, 2015
In 2010 1.1 million pupils took private lessons in Germany, with 25% of all German children by the age of 17 having attended paid private lessons at some point in their school career (Klemm & Klemm, 2010). The high demand for support for learning curricular content led us to consider an integrated solution that speeds up both the design of…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Telecommunications
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