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Seiler, Antonette; Leitão, Suze – Australian Journal of Learning Difficulties, 2023
Fluent word recognition is an essential component of skilled reading, yet most children with reading difficulty have impaired word recognition. We developed and evaluated a web app, WordDriver, delivered via teletherapy, which targets phonological recoding to support orthographic learning and efficient word recognition. Participants were five…
Descriptors: Word Recognition, Reading Difficulties, Children, Phonology
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Asrial, Asrial; Syahrial, Syahrial; Kurniawan, Dwi Agus; Aldila, Febri Tia; Iqbal, Muhammad – Journal of Technology and Science Education, 2023
This study aims to see the effect of student perceptions on web-based character assessment on the results of student character assessment. The population in this study was a junior high school in Batanghari Regency with a sample of 322 students using the purposive sampling technique. Quantitative methods are used in this study with descriptive and…
Descriptors: Junior High School Students, Foreign Countries, Values Education, Web Browsers
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Suwandi, Tri; Padmasari, Ayung Candra; Sriwulan, Wiwin – Journal of Technology and Science Education, 2023
The classification of living things learning in school faced some obstacles, one of which was the difficulties in presenting the specimen of real living things. One of the advanced information and technology products in the form of digital or virtual-based learning media was expected to be the solution to this problem. Through this research, a…
Descriptors: Educational Technology, Computer Simulation, Gardening, Biology
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Chapman, Jared R.; Kohler, Tanner B.; Gedeborg, Sam – Journal of Educational Computing Research, 2023
Research on gamification's effects in educational environments has been a growing domain in recent years. As research has demonstrated the power of gamified systems to effectively motivate learners in educational settings, it has also become clear that not all individuals are motivated in the same way, or to the same extent, by the same gamified…
Descriptors: Educational Technology, Gamification, Student Motivation, Student Attitudes
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Mahlo, Lebohang; Waghid, Zayd – South African Journal of Education, 2023
Despite significant capability deprivation existing among the teachers in historically disadvantaged schools in the Western Cape province of South Africa, information and communication technologies (ICTs) have had a significant positive effect on teaching and learning. In the case study reported on here we investigated the benefits of using ICTs…
Descriptors: Foreign Countries, Educational Technology, Technology Integration, Elementary School Teachers
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Brydon-Miller, Mary; Hicks-Hawkins, Rebecca; Johnson, Michele; Jones, Victoria M.; Wade, Carrie; Woolridge, EricaR. – Canadian Journal of Action Research, 2023
The unique affordances of Action Research, including flexibility, playfulness, accessibility, and a focus on practical problem solving provided crucial strategies for generating knowledge and developing solutions to the challenges created by the COVID-19 pandemic. The move to online research settings, in particular, required action researchers to…
Descriptors: Affordances, Action Research, COVID-19, Pandemics
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Knipe, Sally – Education and Society, 2023
During the height of the COVID-19 pandemic governments across the world closed schools, forcing billions of students to undertake their education remotely. Despite the attention this situation received, learning at a geographical distance from the teacher is not a new form of schooling. Distance learning, or distance education as it is also known,…
Descriptors: Distance Education, Electronic Learning, Technology Uses in Education, COVID-19
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Barlow, Elizabeth K.; Barlow, Angela T.; Nadelson, Louis S. – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2023
Advancements in computing have led to increased interest in integrating computational thinking in the K-12 curriculum. Computational thinking can be defined as a problem-solving process with the goal of developing algorithms that can be coded for computer use. With its emphasis on problem solving, the processes associated with computational…
Descriptors: Computation, Thinking Skills, Student Attitudes, Preservice Teachers
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Chiang, Yu-Chen; Liu, Shao-Chieh – Journal of Baltic Science Education, 2023
STEM education is a crucial learning area to understand important concepts and gain 21st-century skills in different disciplines, explore scientific knowledge, and solve problems in daily life. However, research in STEM education is scarce on extended reality technologies. This research examined the effects of extended reality integrated STEM on…
Descriptors: Computer Simulation, STEM Education, Academic Achievement, Student Reaction
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Lou, Hao; Chang, Samuel; Chen, Yining – Journal of Information Systems Education, 2023
Using a paperless patient registration project, this teaching case demonstrates an application of the six-step approach in developing a business case for an IT investment. More specifically, this case familiarizes students with the process of developing a solid business case by defining business drivers and investment objectives, identifying and…
Descriptors: Universities, Medical Services, Hospitals, Patients
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Johnson, Donald M.; Pate, Michael L.; Estepp, Christopher M.; Wardlow, George W. – Journal of Research in Technical Careers, 2023
A replication study was conducted to determine the effectiveness of an instructional treatment based on self-efficacy theory when used with novice Arduino microcontroller users. Students (n = 32) in an introductory university agricultural systems technology course participated in a lesson on Arduino microcontrollers, circuit breadboarding, and…
Descriptors: Self Efficacy, Computer Science Education, Instructional Effectiveness, Novices
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Samsudin, Achmad – International Journal of Technology in Education and Science, 2023
The purpose of this study is to analyze the mental model of improvement and changes on light wave concepts with Conceptual Change based on Virtual Media (CC-VM) x POE strategy. The method used is mixed methods with embedded design. The sample consisted of 30 students (with an age range of 16-17 years) in one of the schools in Subang, Indonesia.…
Descriptors: Foreign Countries, Concept Formation, Schemata (Cognition), Computer Simulation
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Matic, Ljerka Jukic; Karavakou, Myrto; Grizioti, Marianthi – International Journal of Game-Based Learning, 2023
The literature reports that while digital educational games are used in the elementary classroom, they are rarely, if ever, used in the upper secondary mathematics classroom. In order to investigate this situation, a survey was conducted to determine what upper secondary school mathematics teachers think about digital games and what obstacles and…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learner Engagement
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Wang, Xiao; Liang, Xuan; Yao, Junyi; Wang, Tingzhao; Feng, Jianxin – International Journal of Developmental Disabilities, 2023
Background: Virtual reality technologies (VRTs) present many characteristics that can facilitate learning, especially in individuals with intellectual disabilities (ID). The VRT head-mounted display (HMD) has recently shown significant technological improvement. This study aims to prove the suitability of the newer commercially available VRT HMDs…
Descriptors: Foreign Countries, Adolescents, Intellectual Disability, Computer Simulation
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Eglington, Luke G.; Pavlik, Philip I., Jr. – International Journal of Artificial Intelligence in Education, 2023
An important component of many Adaptive Instructional Systems (AIS) is a 'Learner Model' intended to track student learning and predict future performance. Predictions from learner models are frequently used in combination with mastery criterion decision rules to make pedagogical decisions. Important aspects of learner models, such as learning…
Descriptors: Computer Assisted Instruction, Intelligent Tutoring Systems, Learning Processes, Individual Differences
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