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Joseph Wong; Natalie Au Yeung; Bella Lerner; Lindsey Richland – Grantee Submission, 2021
Historically, learning for young students has occurred in formal, in-person classroom environments. But in just a matter of weeks, children were mandated to transition to a completely new mode of learning, facing new learning challenges with heightened anxieties. To this end, we aim to better understand how our learning experience design (LXD)…
Descriptors: Instructional Design, Learner Engagement, Video Technology, Online Courses
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Tanner, Patricia; Karas, Carly; Schofield, Damian – Journal of Information Technology Education: Innovations in Practice, 2014
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the…
Descriptors: Handheld Devices, Educational Technology, Telecommunications, Technology Uses in Education
Jordan, Jannie Carol – ProQuest LLC, 2014
Technology touches almost every part of our lives, our communities, our homes. Yet most schools lag far behind when it comes to integrating technology into classroom learning. Many are just beginning to explore the true potential technology offers for teaching and learning. Properly used, technology will help students acquire the skills they need…
Descriptors: Educational Technology, Technology Integration, Peer Teaching, Grade 6
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Vorotnykova, Iryna – Turkish Online Journal of Distance Education, 2019
The article defines the organizational, psychological and pedagogical conditions for the use of e-books and e-textbooks at school. The difference between e-books and e-textbooks is distinguished on the basis of systematization and comparison of scientific positions. Content analysis is made to determine the organizational and pedagogical…
Descriptors: Electronic Publishing, Foreign Countries, Textbooks, Electronic Learning
Lesser, Andrew John – ProQuest LLC, 2019
Game-based learning, or the process of adapting an educational concept into a game-based structure, has been studied by researchers for nearly a century. Over the last several decades, new technologies have allowed digital media to create a multibillion-dollar entertainment industry commonly known as video games. Video games have become a tool for…
Descriptors: Video Games, Music Education, Technology Uses in Education, Game Based Learning
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Tekin Dede, Ayse; Bukova Guzel, Esra – International Electronic Journal of Mathematics Education, 2023
The aim of this study is to investigate both the planning and implementation process of a modelling task by a middle school mathematics teacher. The participant of the study, which was conducted as a single case study, is a middle school mathematics teacher who have knowledge and experience in modelling. The data collecting tools of this study…
Descriptors: Case Studies, Middle School Teachers, Mathematics Teachers, Mathematics Instruction
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L. Hannah; E. E. Jang; M. Shah; V. Gupta – Language Assessment Quarterly, 2023
Machines have a long-demonstrated ability to find statistical relationships between qualities of texts and surface-level linguistic indicators of writing. More recently, unlocked by artificial intelligence, the potential of using machines to identify content-related writing trait criteria has been uncovered. This development is significant,…
Descriptors: Validity, Automation, Scoring, Writing Assignments
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Tour, Ekaterina; Barnes, Melissa – Language and Education, 2022
Language learners often require appropriate scaffolding to engage in digital multimodal composing to maximise its potential for learning. This illuminates the need for pre-service teachers to be ready for these experiences both on teaching placements and at the beginning of their careers. However, little is known about their readiness for digital…
Descriptors: Preservice Teachers, Student Attitudes, After School Programs, Elementary School Students
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Lenters, Kimberly; Whitford, Alec – English Teaching: Practice and Critique, 2020
Purpose: In this paper, the authors engage with embodied critical literacies through an exploration of the possibilities provided by the use of improvisational comedy (improv) in the classroom. The purpose of this paper is to extend understandings of critical literacy to consider how embodied critical literacy may be transformative for both…
Descriptors: Transformative Learning, Critical Literacy, Creative Activities, Case Studies
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Cencelj, Zvonka; Aberšek, Boris; Flogie, Andrej; Aberšek, Metka Kordigel – Journal of Baltic Science Education, 2020
Science, technology and engineering functional literacy should be developed purposely in the school system -- like any other competence, it does not develop spontaneously. For this purpose, a didactic model, the Metacognitive Model for Developing Science, Technology and Engineering Literacy (McM_T&E), was developed. Apart from acquiring…
Descriptors: Metacognition, STEM Education, Scientific Literacy, Technological Literacy
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Aljaraideh, Yousef Ahmad – Turkish Online Journal of Distance Education, 2020
This study aims to identify the impact of digital storytelling (DST) on academic achievement of sixth grade students in English language and their motivation towards it in Jordan. DST plays an important role in the maintenance and progress of English language. The research uses a quasi- experimental method. The sample of the study consists of (50)…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Story Telling
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Zhong, Baichang; Wang, Qiyun; Chen, Jie; Li, Yi – Educational Technology & Society, 2017
Pair programming (PP) is a useful approach to fostering computational thinking for young students. However, there are many factors impacting on the effectiveness of PP. The period of switching roles between the driver and the navigator is often ignored by researchers. Therefore, this study aimed to explore the impact of the switching period on PP.…
Descriptors: Programming, Cooperative Learning, Instructional Effectiveness, Teaching Methods
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Gök, Mustafa; Inan, Mevlüt – Journal of Research and Advances in Mathematics Education, 2021
Students' conceptual understanding and mathematical process skills can be improved through digital games in mathematics education. The starting point of this study is the idea of having students encounters this kind of environment. The study didactically describes the process of 6th-grade students' experiences of a digital game-based learning…
Descriptors: Game Based Learning, Mathematics Instruction, Mathematical Concepts, Concept Formation
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Relmasira, Stefanus Christian; Lai, Yiu Chi; So, Chi Fuk Henry – European Educational Researcher, 2021
The transformation of occupations in Indonesia due to digital technologies, especially in Artificial Intelligence, becomes a challenge for current educators to prepare their students for future work skills. This research study seeks to understand what students' career aspirations are and their teachers' predictions about their students' future…
Descriptors: Elementary School Students, Elementary School Teachers, Prediction, Occupational Aspiration
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Atahan, Seyma; Mert Uyangör, Sevinç – Journal of Educational Technology and Online Learning, 2021
In this study, it is aimed to reveal students' attitudes and views on a micro-lesson design application in accordance with the DDD-E model in which the Problem Based Learning (PBL) approach is integrated. In the study, a micro-level instructional design that addressed the outcomes of the subject "Four Arithmetic Operations in Decimals"…
Descriptors: Teaching Methods, Mathematics Instruction, Problem Based Learning, Attitude Measures
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