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Michael Lachney; Briana Green; Aman Yadav; Matt Drazin; Madison C. Allen Kuyenga; Andre Harris – Educational Technology Research and Development, 2024
In the United States, culturally responsive computing is a framework that aims to support broadening the participation of racially and linguistically diverse children in computing and technology education through bottom-up interventions that are community-oriented, technology rich, and culturally dynamic. Despite the important role that youth…
Descriptors: Culturally Relevant Education, Computer Uses in Education, Athletics, Computer Science Education
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Amanda M. Rosen; Lisa Kerr – Journal of Political Science Education, 2024
To what extent does educational gaming add value to more traditional instructional models in learning core concepts of national security and warfighting? This paper presents the results from a quasi-experimental, cross-sectional, and longitudinal study of students taking two standardized courses in the Joint Military Operations department at the…
Descriptors: Educational Games, Learning Processes, Student Attitudes, National Security
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Noawanit Songkram; Supattraporn Upapong; Heng-Yu Ku; Narongpon Aulpaijidkul; Sarun Chattunyakit; Nutthakorn Songkram – Interactive Learning Environments, 2024
This research proposes the integration of robotic education and scenario-based learning (SBL) paradigm for teaching computational thinking (CT) to enhance the computational abilities of primary school students, based on digital innovation and a teaching assistant robot acceptance model. The sample group consisted of 532 primary school teachers and…
Descriptors: Foreign Countries, Elementary School Students, Elementary School Teachers, Grade 1
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Nathan R. Prestopnik – International Journal of Designs for Learning, 2024
"Ghosts of the Argonne" is an interactive virtual reality (VR) recreation of the World War 1 (WW1) M1897 "French 75" field artillery gun, intended to teach learners about WW1 and its impact on the world, the role of artillery and artillerymen in this war, and the stories of real soldiers who served. The "Ghosts of the…
Descriptors: College Faculty, College Students, Computer Simulation, History Instruction
Cleon M. McLean – ProQuest LLC, 2024
This non-consecutive, three-year qualitative study explored the testing experiences of high school juniors who used Chromebooks to take their Smarter Balanced Standardized Assessments (SBAC) in English Language Arts and Mathematics. The study began in 2015, the first year in which SBAC was administered to students across California and other…
Descriptors: Student Attitudes, Computer Assisted Testing, Standardized Tests, Student Evaluation
Hae Ryung Rinpoche Kim – ProQuest LLC, 2024
This study explored the dynamic interplay of social constructivism, game-based learning, and communities of practice in the context of teachers using Minecraft as an educational tool. This study used a teacher survey to collect insights from teachers who use Minecraft and are members of the Minecraft Teachers' Lounge. The research investigated how…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Surveys
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Jörgen Ingemar Stenlund; Lena Anna Elisabet Tibell; Konrad Janek Schönborn – Journal of Biological Education, 2024
Despite the importance of emotions in science education, research?on affect remains sparse. A promising direction is to explore the role of immersive visualisation in evoking affective responses. We investigate whether touch-based zooming interaction with a tabletop visualisation of the tree of life evokes various affective responses,…
Descriptors: Foreign Countries, Secondary School Students, Evolution, Science Instruction
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Okoye, Kingsley; Hussein, Haruna; Arrona-Palacios, Arturo; Quintero, Héctor Nahún; Ortega, Luis Omar Peña; Sanchez, Angela Lopez; Ortiz, Elena Arias; Escamilla, Jose; Hosseini, Samira – Education and Information Technologies, 2023
Digital technology and literacy can heighten the transformation of teaching and learning in higher education institutions (HEIs). This study uncovers the extent to which "digital technologies" have been used to advance the teaching and learning process in HEIs, and the barriers and bottlenecks to why it may not have been effectively…
Descriptors: Educational Technology, Technology Uses in Education, Digital Literacy, Higher Education
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Joy Robbins; Milena Marinkova – Practitioner Research in Higher Education, 2023
While studies have extolled the value of using online rubrics, the benefits have usually been presented in terms of enhancing marking or delivery of teacher feedback. These benefits are welcome, but they nonetheless couch digital as simply an improved way for "old paradigm" transmission approaches to feedback that do little to help…
Descriptors: Scoring Rubrics, Barriers, Feedback (Response), Information Literacy
Hyoju Ahn – ProQuest LLC, 2023
As literacy and reading evolve, it is important to identify and describe the strategies and skills used in constructing meaning. This study examines online multimodal reading (OMR) strategies: those used in constructing meaning from multimodal information sources (e.g., images, audio, written words) on the Internet. Participants read online…
Descriptors: Learning Modalities, Reading Strategies, Electronic Learning, Reading Comprehension
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Ronald Soong; Lindsey Fiddes; Jacob Pellizzari; Katelyn Downey; Monica Bastawrous; Antonio Adamo; Andre Simpson; Vivienne Luk – Journal of Chemical Education, 2023
Cryogenic electron microscopy (cryo-EM) is a powerful technique capable of characterizing large protein complexes that are otherwise impossible to characterize using traditional crystallography methods. Cryo-EM has played a pivotal role in our understanding of the structure--function relationship of the spike proteins on the COVID-19 viral…
Descriptors: Undergraduate Students, Chemistry, Science Instruction, Laboratory Experiments
Violet Elizabeth Hower – ProQuest LLC, 2023
The problem addressed in this qualitative narrative inquiry study was that middle school students in Grades 6-8 may lack preparation for the required soft skills to enter college or the workforce. The purpose of this qualitative narrative inquiry study was to closely explore the individual participants' stories through thick, rich descriptions and…
Descriptors: Electronic Learning, Computer Uses in Education, Skill Development, Middle School Students
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Violeta Rosanda; Ivan Bratko; Mateja Gacnik; Vid Podpecan; Andreja Istenic – British Journal of Educational Technology, 2025
Our research aims to examine the effectiveness of introducing social robots as educational technology within authentic classroom activities without modifying them to be designed for a robot. We chose as test subject the fifth-grade curricular topic "The role of technology and its impact on society", meeting the critical stage of moral…
Descriptors: Elementary School Curriculum, Elementary School Students, Elementary School Teachers, Artificial Intelligence
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Noppawan Tawalai; Thapanee Seechaliao – Journal of Education and Learning, 2025
Analytical thinking skills were an essential learning process for primary students. The research objectives were to 1) study the current condition, problems, and good practices regarding teaching and learning. 2) develop a blended instructional model using the inquiry process with digital games to enhance analytical thinking skills for elementary…
Descriptors: Elementary School Students, Thinking Skills, Blended Learning, Active Learning
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Mohamad Yunus; Bachtiar Bachtiar – Asian Association of Open Universities Journal, 2025
Purpose: This study aims to explore the complexities faced by postgraduate students at Universitas Terbuka (UT) during their thesis writing process in a distance learning environment, focusing on their perspectives, challenges and strategies. Design/methodology/approach: The research employed a mixed-methods approach with a convergent parallel…
Descriptors: Graduate Students, Writing (Composition), Distance Education, Student Attitudes
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