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Hughes, Scarlet; Cuevas, Joshua – Georgia Educational Researcher, 2020
The purpose of this study was to investigate the frequency with which students use math word problem strategies during and after schema-based instruction. It examines the extent to which students increase their ability to correctly solve word problems. It compares students' attitudes toward mathematics problem solving before and after schema-based…
Descriptors: Schemata (Cognition), Mathematics Instruction, Instructional Effectiveness, Mathematics Skills
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Soonets, Silvia; Mena, Aliz Beatriz; Dorbessan, Bernardo; Micucci, Franco; Olaizola, Carlos – Journal of Problem Based Learning in Higher Education, 2020
The learning process in architecture at Universidad Simon Bolivar is based on confronting students with practical or theoretical situations to let them acquire knowledge about the discipline. The core of this process is on design studio courses, and from the early stages of the program they have to discover for themselves the role of architecture…
Descriptors: Problem Based Learning, Architectural Education, Course Descriptions, Design
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Marimuthu, Mudaray; Kumar, Deepak; Chhagan, Mishaan – African Journal of Research in Mathematics, Science and Technology Education, 2020
Software is a vital resource for modern life. For software to be successful, programming skills are of the utmost importance. These skills are used both by programmers and also by systems analysts and designers during the phases of software development. Therefore, both technical and non-technical stakeholders within the software development…
Descriptors: Computer Science Education, Business Administration Education, Computer Software, Programming
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Zafeiriou, Maria Evrydiki; Gulliford, Anthea – Educational Psychology in Practice, 2020
Educational psychologists (EPs) in England are identified as key to specialist mental health provision in schools yet are underrepresented in policy development. This study examined EPs' mental health casework in schools as one aspect of the professional contribution in this area. Data gathered from interviews with EPs were analysed though…
Descriptors: Grounded Theory, Educational Psychology, Psychologists, Mental Health
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Idrissi, Hajar – International Journal of Lifelong Education, 2020
This research paper aims to examine the effects of extracurricular activities in building knowledge, skills and attitudes that attempt to develop ecological citizenship as a subset of global citizenship among middle school students. I focus on one extracurricular programme entitled 'The Friends of Nature' that was provided in a Moroccan private…
Descriptors: Foreign Countries, Citizenship Education, Behavior Change, Extracurricular Activities
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Chou, Pao-Nan; Chang, Chi-Cheng; Hsieh, Shih-Wan – Technology, Pedagogy and Education, 2020
The purpose of the current study was to investigate students' overall learning process during the implementation of educational escape-the-room games (EERGs) in classrooms. This study adopted a two-stage case-study methodology, namely single-case and multi-case designs. In the first stage, a well-designed EERG for a Chinese language class was…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
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Kushner, Steven; Phillips, Nathan C. – New Educator, 2020
Despite the growing body of literature emphasizing the specialized literacy practices within the disciplines, the literature concerning how to prepare preservice teachers for disciplinary literacy instruction is less clear. In this article, we present a mentorship model for content area teacher preparation that Steve (first author) developed and…
Descriptors: Mentors, Content Area Writing, Content Area Reading, Literacy Education
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Nikitova, Inna; Kutova, Svitlana; Shvets, Tetiana; Pasichnyk, Olena; Matsko, Vitaly – European Journal of Educational Research, 2020
The purpose of the study was to examine and evaluate the impact the "flipped classroom" model-based learning environment accompanied by multimedia-based textbook entitled "Ukrainian language (for professional purposes)" provides for the language proficiency and learning styles of the university students majoring in language and…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
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Morphew, Jason W.; Gladding, Gary E.; Mestre, Jose P. – Physical Review Physics Education Research, 2020
Students must actively engage in problem solving to effectively learn in introductory physics courses. However, students often get stuck and are not able to make progress when solving problems outside of their current ability, particularly when one-on-one tutoring and instructor office hours are a limited resource. One effective technique consists…
Descriptors: Metacognition, Problem Solving, Introductory Courses, Physics
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Wood, Susannah M.; Szymanski, Antonia – Gifted Child Today, 2020
Gifted adolescents may identify as "gamers" who create avatars to navigate video games and cell phone apps. Avatars provide a unique venue through which gifted teens can explore the issues of self and identity in a critical time of their development. The purpose of this article is to (a) provide an overview of what avatars are, (b)…
Descriptors: Video Games, Self Concept, Telecommunications, Handheld Devices
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Çavas, Bülent; Güney, L. Özge; Karagöz, Emre; Çavas, Pinar – Science Education International, 2020
Lego has been a popular toy since 1932. "LEGO" is an abbreviation of two Danish words "leg godt" which means "play well." In today's LEGO-based learning and teaching environments, it has been revealed in studies that students working to solve problems presented to them were often unaware of how much time has passed.…
Descriptors: Toys, Robotics, Student Attitudes, Scientists
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Pöntinen, Susanna; Räty-Záborszky, Sinikka – European Early Childhood Education Research Journal, 2020
It is important that educators create a good basis for young students to develop their digital competence. This two-year case study aimed to find ways to foster the digital competence of young students in the early years of primary school education. The results show that spontaneous problems provided opportunities for students to show their…
Descriptors: Elementary School Students, Young Children, Technological Literacy, Competence
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Maas, Melanie J.; Hughes, Janette M. – Technology, Pedagogy and Education, 2020
This article provides the first review of the existing literature consolidating research into the use of virtual, augmented and mixed reality technologies within K-12 educational environments. The review explores the peer-reviewed scholarly studies conducted between 2006 and May 2017, which involved the use of virtual reality (VR), augmented…
Descriptors: Computer Simulation, Elementary Secondary Education, Educational Research, Technology Integration
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Nagashima, Tomohiro; Bartel, Anna N.; Silla, Elena M.; Vest, Nicholas A.; Alibali, Martha W.; Aleven, Vincent – Grantee Submission, 2020
Many studies have shown that visual representations can enhance student understanding of STEM concepts. However, prior research suggests that visual representations alone are not necessarily effective across a broad range of students. To address this problem, we created a novel, scaffolded form of diagrammatic self-explanation in which students…
Descriptors: Algebra, Teaching Methods, Visual Aids, Concept Formation
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Kim, Soo Hyeon; Choi, Gi Woong; Jung, Yong Ju – Information and Learning Sciences, 2020
Purpose: This paper aims to investigate design principles for transforming existing making communities of practice within public libraries into online knowledge-building communities to support youths, families with young children and adult members' making and tinkering during COVID-19. Design/methodology/approach: Building upon C4P and connected…
Descriptors: Public Libraries, Library Services, Technology Integration, Computer Mediated Communication
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