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Showing 1 to 15 of 39 results Save | Export
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Cecchini, José-Antonio; Méndez-Giménez, Antonio; Sánchez-Martínez, Beatriz – Journal of Teaching in Physical Education, 2020
The objective of the study was to analyze changes in motivation in physical education students during a school year, as well as changes in their intentions to be physically active. The participants were 830 Spanish physical education students (M[subscript age] = 13.86, range = 11-17 years) attending 10 secondary schools in northern Spain. The…
Descriptors: Program Effectiveness, Intervention, Student Motivation, Physical Education
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Skukan, Roberta; Borrell, Yaisel J.; Ordás, Jose Manuel Rico; Miralles, Laura – Journal of Environmental Education, 2020
Invasive species threaten worldwide biodiversity. Success in facing this problem may be possible through the engagement of younger audiences. Here, a game was designed to teach children how to recognize invasive seaweed and to encourage them to participate in marine citizen science. The game was first tested in a pilot study, and then carried out…
Descriptors: Educational Games, Learner Engagement, Science Activities, Marine Biology
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Méndez Martínez, Emilio; Fernandez-Rio, Javier – Research in Drama Education, 2021
The goal was to assess the effects of a Theatrical Improvisation programme on students' motor creativity. 163 Secondary Education students participated: the experimental group, who experienced a Theatrical Improvisation unit, and the comparison group, who experienced a Drama in Education unit (based on the current Spanish educational law). A…
Descriptors: Theater Arts, Program Effectiveness, Creative Activities, Motor Development
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Cantero-Chinchilla, F. N.; Díaz-Martín, C.; García-Marín, A. P.; Estévez, J. – Technology, Knowledge and Learning, 2020
Performance of engineering degree students often becomes an important concern for lectures. Using classical teaching methodologies in practical lectures may be behind the problem. The present work develops a couple of innovative student-response-system based methodologies designed to be implemented during engineering practical lessons in higher…
Descriptors: Instructional Innovation, Audience Response Systems, Engineering Education, Civil Engineering
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Rivera-Trigueros, Irene; Sánchez-Pérez, María del Mar – Teaching English with Technology, 2020
This study aims to analyse motivation in the English as a Foreign Language (EFL) secondary classroom through gamification. To this end, a gamification proposal based on "Game of Thrones" TV series was designed. "Classcraft," an online role-playing platform, was used to create a gaming scenario in the classroom. The proposal was…
Descriptors: Educational Games, Role Playing, Student Motivation, English (Second Language)
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Aguilera, David; Perales-Palacios, Francisco Javier – Journal of Biological Education, 2020
The investigation has demonstrated that the science teaching strategy employed moderates the interest of students in learning the subject, along with academic achievement. In this article we used a mixed method design in a sample of secondary education students (n = 57) to examine the effect of the participative teaching approach in attitudes…
Descriptors: Teaching Methods, Biology, Science Instruction, Student Attitudes
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Fernandez-Rio, Javier; Morales-Sallés, Pablo – Journal of Educational Research, 2020
The goal was to gain a deeper understanding of the extended use of student-designed games. 207 students (grades: eight, nine, eleven) from one school participated. They were randomly divided in Experimental (student-designed games) and Equivalent group (traditional instruction). Both experienced the same learning units (two, 12 sessions) over the…
Descriptors: Games, Student Attitudes, Teacher Attitudes, Student Developed Materials
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Pérez-Manzano, Antonio; Almela-Baeza, Javier – Comunicar: Media Education Research Journal, 2018
The current growth in gamification-based applications, and especially in what is known as Digital Game-based Learning (DGBL), is providing new opportunities with considerable educational potential. In the present study, we report on the results of the progress of a project for developing a setting for a gamified website carried out ad hoc,…
Descriptors: Educational Games, Science Careers, Adolescents, Computer Games
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Muñoz, Carmen; Pujadas, Geòrgia; Pattemore, Anastasiia – Second Language Research, 2023
This article addresses the benefits of audio-visual input for learning second language (L2) vocabulary and grammatical constructions. Specifically, it explores the role of frequency, the effects of subtitles and captions, and the mediating role of learner proficiency on language gains in two longitudinal studies. Study 1 targets vocabulary…
Descriptors: Linguistic Input, Teaching Methods, Vocabulary Development, Second Language Learning
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Garcia-Zubia, Javier; Cuadros, Jordi; Romero, Susana; Hernandez-Jayo, Unai; Orduña, Pablo; Guenaga, Mariluz; Gonzalez-Sabate, Lucinio; Gustavsson, Ingvar – IEEE Transactions on Education, 2017
Remote laboratories give students the opportunity of experimenting in STEM by using the Internet to control and measure an experimental setting. Remote laboratories are increasingly used in the classroom to complement, or substitute for, hands-on laboratories, so it is important to know its learning value. While many authors approach this question…
Descriptors: Electronics, Engineering Education, Laboratories, Computer Uses in Education
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García-González, Herminio; Gayo, José Emilio Labra; del Puerto Paule-Ruiz, María – IEEE Transactions on Learning Technologies, 2017
We describe a new educational tool that relies on Semantic Web technologies to enhance lessons content. We conducted an experiment with 32 students whose results demonstrate better performance when exposed to our tool in comparison with a plain native tool. Consequently, this prototype opens new possibilities in lessons content enhancement.
Descriptors: Semantics, Teaching Methods, Electronic Learning, Course Content
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Sanchez-Martin, Jesus; Alvarez-Gragera, Garcia J.; Davila-Acedo, Maria Antonia; Mellado, Vicente – Journal of Technology and Science Education, 2017
Gardner's Multiple Intelligences Theory (MIT) can be a cognitive and emotional improvement if is taken into account in the standard development of the Technology lessons. This work presents a preliminary evaluation of the performance enhancement in two concomitant aspects: contents acquisition and emotional yield. The study was made on up to 150…
Descriptors: Multiple Intelligences, Teaching Methods, Control Groups, Technology Education
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Mayorga-Vega, Daniel; Montoro-Escaño, Jorge; Merino-Marban, Rafael; Viciana, Jesús – European Physical Education Review, 2016
The purpose of this study was to examine the effects of a physical education-based development and maintenance programme on objective and perceived health-related physical fitness in high school students. A sample of 111 students aged 12-14 years old from six classes were cluster-randomly assigned to an experimental group (n = 54) or a control…
Descriptors: Physical Education, Physical Fitness, Physical Health, High School Students
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Gil, Vicent; Reybrouck, Mark; Tejada, Jesús; Verschaffel, Lieven – Research Studies in Music Education, 2015
This intervention-based study focuses on the relation between music and its graphic representation from a meta-representational point of view. It aims to determine whether middle school students show an increase in meta-representational competence (MRC) after an educational intervention. Three classes of 11 to 14-year-old students participated in…
Descriptors: Foreign Countries, Music, Music Education, Intervention
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Llanes, Àngels; Tragant, Elsa; Serrano, Raquel – Language Learning Journal, 2018
The present study examines the effects that a 3-week study-abroad (SA) experience and a set of individual differences have on the foreign language (FL) development of a group of 64 Catalan/Spanish speakers, learners of English as an FL. Moreover, the present study attempts to account for the outcome differences between successful and less…
Descriptors: Individual Differences, Second Language Learning, Second Language Instruction, Study Abroad
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