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Qi Sun; Qing Guo; Xiuhui Zuo; Sai Wang – Journal of Chemical Education, 2024
This laboratory experiment offers a research-style experience designed for senior undergraduate students in a multidisciplinary laboratory setting. The experiment focuses on the synthesis, characterization, and application of a cation-exchange membrane made of COF-SO[subscript 3]Na/PAN for ion separation. By participating in this practical…
Descriptors: Undergraduate Study, Science Instruction, Chemistry, Theory Practice Relationship
Nikki Ashcraft – TESOL Press, 2024
In the first edition of this book, Dr. Ashcraft transformed the complex, often abstract process of lesson planning into an accessible and concrete practice for English language teachers in any context. The second edition of "Lesson Planning" includes updated research and references, expanded sections on technology, and new reflection…
Descriptors: Lesson Plans, Second Language Instruction, English (Second Language), Models
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Humble, Niklas – Education and Information Technologies, 2022
With future shortage of professionals with programming and computing skills, many countries have made programming part of kindergarten -- grade 12 curriculum (K-12). A possible approach is to make programming part of an already existing subject. Sweden has chosen this approach and in 2017 programming was integrated in the subject content of K-12…
Descriptors: Observation, Programming, Affordances, Elementary Secondary Education
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Kobernyk, Oleksandr; Kolomiiets, Nataliia; Komar, Olha; Roienko, Liudmyla; Baidiuk, Liubov – Journal of Curriculum and Teaching, 2022
The relevance of the study is based on the discrepancy between the need for the project management program-methodical support and insufficient development in pedagogical practice. Aims. The aim of the study is to examine the effective development and implementation of the project method in the HEI from the standpoint of pedagogy as a new type of…
Descriptors: Active Learning, Student Projects, Creative Thinking, Creativity Tests
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Argyriou, Paraskevi; Benamar, Kenza; Nikolajeva, Milena – Psychology Learning and Teaching, 2022
The present study investigated whether student engagement with different online blended learning activities predicts academic performance as measured via a multiple-choice online exam for an undergraduate cognitive psychology course. Higher completion rates of weekly online quizzes predicted final exam performance. Findings are discussed in…
Descriptors: Blended Learning, Learner Engagement, Academic Achievement, Learning Activities
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Lister, Pen – Smart Learning Environments, 2022
This paper explores potential ways of evaluating the implicit learning that may be present in autonomous smart learning activities and environments, reflecting on prior phenomenographic research into smart learning activities positioned as local journeys in urban connected public spaces. Implicit learning is considered as intrinsic motivation,…
Descriptors: Learning Activities, Technology Uses in Education, Evaluation Methods, Learning Processes
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Lebrón, Mariana J.; Lasley, Joe – New Directions for Student Leadership, 2022
Games aren't just useful products, the process of creating games is playful and full of learning potential. This article builds upon a discussion of game-based learning as a cyclical, iterative process that includes motivation, action, and feedback by taking the discussion of the activity of creating games as learning activity. Leadership students…
Descriptors: Games, Design, Leadership, Game Based Learning
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Desa, Shakinaz; Zuhaidi, Nabel Darwish; Nordin, Nurhusna – Biochemistry and Molecular Biology Education, 2022
As a result of the COVID-19 pandemic, it is crucial for an introductory course in biochemistry to move from in-person instruction to total remote learning. There are four transferable skills in the course: problem-solving, laboratory psychomotor skills, data analysis and interpretation skills, and presentation skills. Since all lab buildings were…
Descriptors: COVID-19, Pandemics, Biochemistry, Science Instruction
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Humpherys, Sean L.; Bakir, Nesrin; Babb, Jeffry – Journal of Education for Business, 2022
We present a role play business simulation that fosters experiential learning of the Systems Development Life Cycle (SDLC). A web portal simulates stakeholder-to-student interactions during the analysis phase. The simulation generalizes to other business domains by overcoming learning constraints such as non-collocated and asynchronous students,…
Descriptors: Experiential Learning, Role Playing, Simulation, Business Administration Education
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Ruotsalainen, Jenni; Pakarinen, Eija; Poikkeus, Anna-Maija; Lerkkanen, Marja-Kristiina – Journal of Research in Reading, 2022
Background: Adapting instruction to individual students' needs is known to be effective, but there is a lack of evidence whether students' reading skills are associated with literacy instruction activities at classroom-level. Both the content of the literacy instruction and teachers' instructional support through instructional management are…
Descriptors: Literacy Education, Grade 1, Reading Skills, Learning Activities
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Wickramasinghe, Vathsala; Ramanathan, Udayabanu – Journal of Workplace Learning, 2022
Purpose: The purpose of this paper is to present the findings of a study that investigated workplace learning activities and drivers that enhanced learning as experienced by employees in Sri Lanka. Design/methodology/approach: This study was conducted in the knowledge process outsourcing sector, where employees perform knowledge work in flatter…
Descriptors: Foreign Countries, Workplace Learning, Learning Activities, Employees
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Cahill, Helen – International Journal of Qualitative Studies in Education (QSE), 2022
In this paper I analyse the influence of drama-based learning activities in an education encounter exploring an instance of gendered violence. I use data stories to chart the multiple material, social, and historical influences that emanated within a role-played act of violence by a father upon his daughter following her transgression of the…
Descriptors: Learning Activities, Role Playing, Violence, Dramatics
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Chicharro, Deborah; García-Manzanares, María; Gomez, Olga; Juárez, Miriam; Llamazares-Martín, Clara; Soriano, Enrique; Terrado, Jose – Advances in Physiology Education, 2022
Gamification is a dynamic tool for educational transformation useful to encourage student interest and enhance learning. Here we present a study conducted to investigate the effectiveness of an educational card game developed by us in veterinary anatomy practicals to reinforce knowledge acquisition in veterinary students. A total of four sets of…
Descriptors: Veterinary Medical Education, Anatomy, Gamification, Educational Games
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Fan, Yue; Lane, H. Chad; Delialioglu, Ömer – Educational Technology & Society, 2022
Due in part to its flexibility and open design, the video game Minecraft has emerged as a popular tool for teaching and learning. Inspired by prior research showing the influence of problem-solving mindsets in physical settings, this study is an effort to understand the extent to which an open-ended task influences subsequent problem-solving…
Descriptors: Creativity, Game Based Learning, Video Games, Problem Solving
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Boström, Johan; Hultén, Magnus; Gyberg, Per – International Journal of Technology and Design Education, 2022
Even though construction tasks have a long history as an activity in the Swedish preschool, technology as a content matter (e.g., construction) is relatively new. Hence, preschool teachers are generally unsure of the content of technology and how to handle it from a teaching perspective. Thus, there is need for deeper understanding of how…
Descriptors: Foreign Countries, Preschool Education, Teaching Methods, Preschool Teachers
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