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Colwell, Jamie; Hutchison, Amy C. – Journal of Digital Learning in Teacher Education, 2015
A systematic review of relevant literature was conducted to provide a source of information and practical guidelines for teachers and teacher educators to consider instructional methods for using digital tools in elementary language arts classrooms to promote literacy. Focal studies are highlighted to provide rich descriptions of practical uses…
Descriptors: Technology Uses in Education, Educational Technology, Language Arts, Teaching Methods
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Agell, Laia; Soria, Vanessa; Carrió, Mar – Journal of Biological Education, 2015
The use of animals in biomedical research is a socio-scientific issue in which decision-making is complicated. In this article, we describe an experience involving a role play activity performed during school visits to the Barcelona Biomedical Research Park (PRBB) to debate animal testing. Role playing games require students to defend different…
Descriptors: Role Playing, Biomedicine, Medical Research, Animals
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Kingsley, Tara L.; Grabner-Hagen, Melissa M. – Journal of Adolescent & Adult Literacy, 2015
This article showcases the use of gamification as a means to turn an existing curriculum into a game-based learning environment. The purpose of this article is to examine how gamification, coupled with effective pedagogy, can support the acquisition of 21st-century skills. Gamifying content allows students to earn experience points, badges, and…
Descriptors: Educational Games, Instructional Effectiveness, Skill Development, Rewards
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Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – Interactive Learning Environments, 2015
Advances in technology have led to continuous innovation in teaching and learning methods. For instance, the use of tablet PCs (TPCs) in classroom instruction has been shown to be effective in attracting and motivating students' interest and increasing their desire to participate in learning activities. In this paper, we used a TPCs game--an iPad…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
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Richards, Jack C. – RELC Journal: A Journal of Language Teaching and Research, 2015
There are two important dimensions to successful second language learning: what goes on inside the classroom and what goes on outside of the classroom. While language teaching has always been seen as a preparation for out-of-class uses of language, much of the focus in language teaching in the past has typically been on classroom-based language…
Descriptors: Second Language Learning, Literacy, Second Language Instruction, Teacher Education
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Lampridis, Efthymios – Universal Journal of Educational Research, 2015
The present study investigates stereotypical beliefs about cyber bullying in terms of myths, a well applied concept in the study of beliefs concerning sexual aggression. The level of acceptance of cyber bullying myths (low vs. high) and the relation of myth acceptance to a number of demographic variables such as gender, field of studies, frequency…
Descriptors: Stereotypes, Internet, Bullying, Beliefs
Schanzer, Emmanuel Tanenbaum – ProQuest LLC, 2015
Students' struggles with algebra are well documented. Prior to the introduction of functions, mathematics is typically focused on applying a set of arithmetic operations to compute an answer. The introduction of functions, however, marks the point at which mathematics begins to focus on building up abstractions as a way to solve complex problems.…
Descriptors: Mathematics Instruction, Algebra, Word Problems (Mathematics), Problem Solving
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V.; Freeman, A. – New Media Consortium, 2015
The "2015 NMC Technology Outlook for Higher Education in Ireland: A Horizon Project Regional Report" is a collaborative research effort between the New Media Consortium (NMC), National Institute for Digital Learning (NIDL) at Dublin City University, and the Irish Learning Technology Association (ILTA) to inform Irish higher education…
Descriptors: Foreign Countries, Higher Education, Educational Technology, Technology Uses in Education
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Su, Chung-Ho; Cheng, Ching-Hsue – EURASIA Journal of Mathematics, Science & Technology Education, 2016
This study aims to explore the factors in a patient's rehabilitation achievement after a total knee replacement (TKR) patient exercises, using a PCA-ANFIS emotion model-based game rehabilitation system, which combines virtual reality (VR) and motion capture technology. The researchers combine a principal component analysis (PCA) and an adaptive…
Descriptors: Foreign Countries, Patients, Patient Education, Rehabilitation
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Goldman, Crystal; Turnbow, Dominique; Roth, Amanda; Friedman, Lia; Heskett, Karen – Communications in Information Literacy, 2016
This article focuses on the development of an engaging library orientation module for UC San Diego First Year Experience (FYE) courses. The library module included a brief in-class presentation about research concepts and library services, an online interactive library scavenger hunt given as an in-class activity, and a homework assignment where…
Descriptors: College Freshmen, College Libraries, Orientation, Introductory Courses
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Alloway, Tracy Packiam; Elsworth, Miquela; Miley, Neal; Seckinger, Sean – Gifted Education International, 2016
This pilot study investigated how engagement with computer games and TV exposure may affect behaviors of gifted students. We also compared behavioral and cognitive profiles of twice-exceptional students and children with Attention Deficit/Hyperactivity Disorder (ADHD). Gifted students were divided into those with behavioral problems and those…
Descriptors: Computer Use, Behavior Problems, Children, Disabilities
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Henricks, Kasey – Race, Ethnicity and Education, 2016
Many Chicagoans are getting shortchanged, particularly when it comes to money exchange between the Illinois Lottery (IL) and Illinois State Board of Education (ISBE). A significant portion of lottery sales is earmarked for education in Illinois. Because these revenues are not generated equally, however, some contribute more to education via the…
Descriptors: Educational Finance, Educational Policy, Race, Social Class
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Schrum, Lynne; Levin, Barbara B. – International Journal of Leadership in Education, 2016
This article presents information on current aspects in the use of technology to improve student outcomes and engagement, prepare learners for their future and support educators in adopting new pedagogies for teaching and learning. Based on the authors' research of exemplary school leaders and reviewing literature on the use of twenty-first…
Descriptors: Educational Technology, Technology Integration, Outcomes of Education, Teaching Methods
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Wright, Steven; McNeill, Mike; Fry, Joan M. – Sport, Education and Society, 2009
This study examined the teaching of games via a tactical approach (also known as teaching games for understanding) from the theoretical perspective of social constructivism. A pilot study (of student teachers (STs) and pupils) informed the "main" study which included collecting data on 49 STs, 58 cooperating teachers (CTs) and 1177 pupils. ST data…
Descriptors: Constructivism (Learning), Games, Questionnaires, Interviews
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Watson, William R.; Fang, Jun – International Journal of Game-Based Learning, 2012
Video games and problem-based learning (PBL) are both significant trends in progressive approaches to education. The literature demonstrates a fit between the two approaches, indicating they may be mutually beneficial. With limited literature on implementing games in the classroom, and a growing body of researchers highlighting the importance of…
Descriptors: Video Games, Problem Based Learning, Teaching Methods, Guidelines
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