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Davidsen, Jacob; Andersen, Pernille Viktoria Kathja; Christiansen, Ellen – Journal of Problem Based Learning in Higher Education, 2019
In this study, we present an educational design experiment seeking to promote interaction and knowledge sharing in groups and to establish a sense of community among students during a semester at Aalborg University, Denmark. The experiment is materialised as a tangible artefact in the form of a colourful box with materials and texts. Some of the…
Descriptors: Problem Based Learning, Instructional Design, Educational Experiments, Sense of Community
MacKenzie, Lydia M. – Journal of Curriculum and Teaching, 2019
Research indicates the use of interactive online learning (IOL) instructional strategies such as multiple choice, "drag and drop" matching exercises, and case discussions, in online courses enhances learning and results in better learning outcomes. While some instructors might use interactive resources for regular assessments that only…
Descriptors: Outcomes of Education, Learning Activities, Interaction, Online Courses
Rau, Martina A. – Instructional Science: An International Journal of the Learning Sciences, 2018
To learn content knowledge in science, technology, engineering, and math domains, students need to make connections among visual representations. This article considers two kinds of connection-making skills: (1) "sense-making skills" that allow students to verbally explain mappings among representations and (2) "perceptual…
Descriptors: Undergraduate Students, Learning Processes, Chemistry, Visual Aids
Yamarik, Steven – Journal of Economic Education, 2018
In this study, the author describes a classroom experiment on new trade theory appropriate for undergraduate international economics and trade courses. Students portray U.S. and Japanese automobile manufacturers with different average cost schedules. There are five rounds in the experiment, starting with autarky in the 1960s and ending with the…
Descriptors: Undergraduate Students, Economics Education, International Trade, Motor Vehicles
Yopp, David A.; Ellsworth, Jacob L. – Mathematics Teaching in the Middle School, 2016
Empirical arguments rely on examples without necessarily addressing all cases. Students should be skeptical of empirical evidence and should seek more secure arguments for generalizations, such as those that explain why a generalization is true for all cases. Generalizing on the basis of patterns in data is an important mathematical practice;…
Descriptors: Generalization, Trust (Psychology), Persuasive Discourse, Mathematics Education
Hwang, Gwo-Jen; Chen, Chih-Hung – British Journal of Educational Technology, 2017
In this paper, an inquiry-based ubiquitous gaming approach was proposed. The objective of the study was to enhance students' performances in in-field learning activities. To show the advantages of the approach, an experiment was carried out to assess the effects of it on students' learning achievement, motivation, critical thinking, and problem…
Descriptors: Active Learning, Inquiry, Educational Games, Design
Schutte, Anne R.; Keiser, Brian A.; Beattie, Heidi L. – Journal of Cognition and Development, 2017
This study examined whether attention to a location plays a role in the maintenance of locations in spatial working memory in young children as it does in adults. This study was the first to investigate whether distractors presented during the delay of a spatial working-memory task influenced young children's memory responses. Across 2…
Descriptors: Short Term Memory, Spatial Ability, Developmental Psychology, Young Children
Burenkova, Olga Mikhailovna; Arkhipova, Irina Vladimirovna; Semenov, Sergei Aleksandrovich; Samarenkina, Saniya Zakirzyanovna – International Education Studies, 2015
This article covers college students' educational activity issues while studying a foreign language; analyzes special aspects of motivation introduction, their specific features. It also defines role and structure of role-playing. The authors come to the conclusion that introduction of role-playing in an educational process will bring it closer to…
Descriptors: Role Playing, College Students, Second Language Learning, Learning Activities
Chen, Chih-Hung; Liu, Guan-Zhi; Hwang, Gwo-Jen – British Journal of Educational Technology, 2016
In this study, an integrated gaming and multistage guiding approach was proposed for conducting in-field mobile learning activities. A mobile learning system was developed based on the proposed approach. To investigate the interaction between the gaming and guiding strategies on students' learning performance and motivation, a 2 × 2 experiment was…
Descriptors: Educational Games, Field Trips, Handheld Devices, Learning Activities
Wisedsang, Dheerayut; Chookhampaeng, Chowwalit; Noiwangklang, Pitak – Educational Research and Reviews, 2015
The objective of this research and development was to develop a curriculum for enhancing grade 7 students' aesthetic sense and substantial art learning. There were 2 phases of the study consisting of: (i) the study of basic information about art aesthetics, including the attributes, approaches, theories, problems, and needs, (ii) the development…
Descriptors: Curriculum Development, Art Appreciation, Art Education, Aesthetic Education
Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities
Craig, Scotty D.; Gholson, Barry; Brittingham, Joshua K.; Williams, Joah L.; Shubeck, Keith T. – Computers & Education, 2012
Two experiments explored the role of vicarious "self" explanations in facilitating student learning gains during computer-presented instruction. In Exp. 1, college students with low or high knowledge on Newton's laws were tested in four conditions: (a) monologue (M), (b) questions (Q), (c) explanation (E), and (d) question + explanation (Q + E).…
Descriptors: Honors Curriculum, Class Activities, Learning Activities, Physics
Alfieri, Louis; Nokes, Timothy J.; Schunn, Christian D. – Society for Research on Educational Effectiveness, 2011
Analogous thinking has been commonly discussed as being an inherent and distinguishing characteristic of human cognition (e.g., Gentner, 2010; Goldstone, Day, & Son, 2010; Holyoak, in press; Rittle-Johnson & Star, in press). Gentner (2003) has argued that as part of the human cognitive toolbox, comparison accompanied by the relational language to…
Descriptors: Constructivism (Learning), Instructional Design, Experiential Learning, Meta Analysis
Liu, Tsung-Yu; Chu, Yu-Ling – Computers & Education, 2010
This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment. An English curriculum was conducted on a school campus by using a context-aware ubiquitous learning environment called the Handheld English Language…
Descriptors: Educational Strategies, Learning Activities, Learning Motivation, Educational Technology
Binsubaih, Ahmed; Maddock, Steve; Romano, Daniela – Interactive Technology and Smart Education, 2006
In Dubai, traffic accidents kill one person every 37 hours and injure one person every 3 hours. Novice traffic accident investigators in the Dubai police force are expected to "learn by doing" in this intense environment. Currently, they use no alternative to the real world in order to practice. This paper argues for the use of an…
Descriptors: Foreign Countries, Accidents, Traffic Safety, Time Management