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Ole Johan Sando; Rasmus Kleppe; Ellen Beate Hansen Sandseter – European Early Childhood Education Research Journal, 2025
Understanding children's willingness to take risks is crucial for sound educational strategies and play environments. This study investigates children's risk willingness using a virtual reality (VR) playground balancing scenario and examines its associations with sensation-seeking personality trait, age, gender, and the likelihood of failing the…
Descriptors: Play, Children, Child Behavior, Computer Simulation
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Nikolaos Ath. Stamos – Journal of Visual Literacy, 2025
This study includes the educational utilization of Visual-culture digital-products, such as a documentary film, photographs, and historical texts. The research aim was for the students to develop visual literacy and enhance historical understanding through critical thinking by using products of visual-digital culture. Through the research…
Descriptors: Immigration, United States History, Visual Literacy, Time Perspective
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Mirjam West; Petra Baettig-Frey – Educational Technology & Society, 2025
Preserving biodiversity is vital, and early education plays a key role in fostering environmental awareness. An Augmented Reality Outdoor Mission (AROM) has been created as an innovative educational tool for children between the ages 7 and 11. AROM combines entertainment and education and is designed to engage elementary schoolchildren and…
Descriptors: Computer Simulation, Science Education, Biodiversity, Biology
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Brandie Wempe; Royce Ann Collins – Online Learning, 2024
This correlational cross-sectional study was conducted with 60 graduate students to explore their perceived social experiences with the use of synchronous videoconferencing in the online learning environment. By applying the theories of social presence and media richness, this study investigated the perceived relationship between social presence,…
Descriptors: Interpersonal Relationship, Synchronous Communication, Videoconferencing, Electronic Learning
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Shruti Priya; Shubhankar Bhadra; Sridhar Chimalakonda; Akhila Sri Manasa Venigalla – Interactive Learning Environments, 2024
Owing to the predominant role of Machine Learning(ML) across domains, it is being introduced at multiple levels of education, including K-12. Researchers have leveraged games, augmented reality and other ways to make learning ML concepts interesting. However, most of the existing games to teach ML concepts either focus on use-cases and…
Descriptors: Artificial Intelligence, Secondary School Students, Video Games, Visual Aids
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Boyd H. Davis; Meredith Troutman-Jordan; Margaret Maclagan – International Journal of Language & Communication Disorders, 2024
Background: This study reports on new contexts in which formulaic language has been used in the years since 2013 when the last synthesis was carried out. The background presents an old but still useful definition and lists themes under which research was arranged in 2013 and which continue to be used. Aims: This study has a particular emphasis on…
Descriptors: Phrase Structure, Language Variation, Computational Linguistics, Pragmatics
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Vasfiye Karabiyik; Cahit Nuri; Basak Baglama; Meltem Haksiz – Pegem Journal of Education and Instruction, 2024
This study aims to compare the efficacy of simultaneous prompting presented via tablets and visual cards in the instruction of spatial concepts to students with intellectual disabilities. A mobile learning software was developed within portable devices by using simultaneous prompting method to teach spatial concepts. The adapted alternating…
Descriptors: Mild Intellectual Disability, Elementary School Students, Teaching Methods, Spatial Ability
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Bing Mei; Wenya Qi; Xiao Huang; Shuo Huang – RELC Journal: A Journal of Language Teaching and Research, 2024
Recent years have witnessed the growing presence of artificial intelligence in language learning apps. Against this backdrop, this technology review provides an overview of the affordances of Speeko and discusses its potential in developing English-as-a-foreign-language students' public speaking skills.
Descriptors: Artificial Intelligence, Intelligent Tutoring Systems, Speech Communication, Speech Skills
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Jake McMullen; Antti Koskinen; Tomi Kärki; Antero Lindstedt; Saku Määttä; Hilma Halme; Erno Lehtinen; Minna M. Hannula-Sormunen; Kristian Kiili – Mathematical Thinking and Learning: An International Journal, 2024
Adaptive expertise is a highly sought after, but difficult to achieve, outcome of mathematics education. Many teaching methods appear to support the development of adaptive expertise only in a small proportion of students. Game-based learning environments may be useful for supporting adaptive expertise. Therefore, we carried out a…
Descriptors: Game Based Learning, Number Concepts, Knowledge Level, Intervention
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Lina Gomez-Vasquez; Carolina Ozi Dias Da Silva; Laila Fortsmane; Enilda Romero-Hall – Journal of Interactive Learning Research, 2024
Online academic communities are valuable spaces where participants can share information, find and provide support, and even be entertained. Online academic communities refer to hashtag-specific chats or other forms of affinity groups. Although these communities have been researched in the literature, more studies are needed to understand the…
Descriptors: Social Media, Computer Mediated Communication, Communities of Practice, College Faculty
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Kholod Moed-Abu Raya; Shai Olsher – Digital Experiences in Mathematics Education, 2024
This study explores how the use of learning analytics (LA) visualizations to eliciting examples tasks (EET) on the topic of functions can shape middle school mathematics teachers' formative assessment (FA) practices. Teachers' practices were examined when provided with LA visualizations, offering them an interactive analysis of their students'…
Descriptors: Formative Evaluation, Mathematics Teachers, Mathematics Instruction, Learning Analytics
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Nicholas O. Awuor; Cathy Weng; Isaac M. Matere; Jeng-Hu Chen; Dani Puspitasari; Khanh Nguyen Phuong Tran – Interactive Learning Environments, 2024
Engineering drawing is valuable in capturing geometric features, conveying engineering ideas, and creating a blueprint of the intended product. Engineering students usually perform orthographic projections, imagining a 3D situation and sketching its 2D representation. That requires imagination and mental visualization, determined by the learner's…
Descriptors: Foreign Countries, Vocational High Schools, High School Students, Engineering Education
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Khairotun Nihlah; Rizhal Hendi Ristanto; Tri Handayani Kurniati – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
This study aimed to determine the effect of Problem-Based Learning (PBL) integrated Reading, Mind Mapping, and Sharing (RMS) on biological literacy and critical thinking skills in biotechnology material. This type of research is Quasi-Experimental with pre-test-post-test experiments and a control group design. The researcher conducted the research…
Descriptors: Problem Based Learning, Biotechnology, Grade 10, High School Students
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Brittany Tomin – Review of Education, Pedagogy & Cultural Studies, 2024
This paper contrasts a singular construction of the 'world' as an object, often presented to students through representational objects (such as atlases, maps, globes), with a more expansive orientation toward the idea of 'world' and how it might enter the classroom. By engaging with Hannah Arendt's concept of natality, I consider a view of the…
Descriptors: Educational Practices, World Views, Global Approach, Cultural Pluralism
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Tara Barnhart; Victor Vega – Professional Development in Education, 2024
This study examines the results of the first phase of a multi-year programme to integrate the use of video to support induction coaches in a suburban school district. Seven coaches participated in a video club in which they analysed videos of both their coaching conversations and mentees' classrooms. A typological analysis of interview and video…
Descriptors: Coaching (Performance), Video Technology, Suburban Schools, Faculty Development
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