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van den Bemt, Vera; Doornbos, Julia; Meijering, Louise; Plegt, Marion; Theunissen, Nicky – Journal of Geography in Higher Education, 2018
Research ethics are not the favourite subject of most undergraduate geography students. However, in the light of increasing mixed-methods research, as well as research using geocodes, it is necessary to train students in the field of ethics. Experiential learning is an approach to teaching that is potentially suitable for teaching ethics. The aim…
Descriptors: Ethical Instruction, Geography Instruction, Experiential Learning, Undergraduate Students
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Jauregi, Kristi – Research-publishing.net, 2016
The present paper describes a case study on the effects of telecollaborative games on learners' motivation. 12 learners from a Dutch and a British secondary school participated in the study. Different games, which included gamification elements, were developed on OpenSim. The overall educational goals of the games were to enhance cultural…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Technology Uses in Education
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Mazereeuw, Marco; Wopereis, Iwan; McKenney, Susan – Educational Research and Evaluation, 2016
Extended Teams (ETs), in which teachers and workplace supervisors are jointly responsible for the quality of education, were established to solve problems concerning school-workplace connections in vocational and professional education. Six ETs were investigated during their 1st year of collaboration. In addition to recordings of ET meetings,…
Descriptors: Vocational Education, Teamwork, Work Environment, School Business Relationship
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Schneider, Christel – Research-publishing.net, 2016
This paper, based on the findings of the EU funded CAMELOT project (2013-2015), explores the added value of Machinima (videos produced in 3D virtual environments) in language learning. The project research evaluated all stages, from developing to field testing Machinima. To achieve the best outcome, mixed methods were used for the research,…
Descriptors: Educational Technology, Technology Uses in Education, Second Language Instruction, Mixed Methods Research
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Koekoek, Jeroen; Knoppers, Annelies – Physical Education and Sport Pedagogy, 2015
Background: Most research on how children learn when using the Teaching Games for Understanding (TGfU) approach has focused on cognitive dimensions in teaching games models. A social constructivist perspective suggests, however, that learning also takes place during social interactions. Since the process of learning game skills tends to have a…
Descriptors: Role, Team Sports, Friendship, Peer Relationship
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Scager, Karin; Akkerman, Sanne F.; Pilot, Albert; Wubbels, Theo – High Ability Studies, 2013
Although universities aim to challenge high-ability students to develop their talents to the full, the question of how to create such challenges remains unanswered. In this study, we examined six different honors courses to discover which factors in the learning environment specifically designed for high-ability students challenged these students…
Descriptors: Foreign Countries, Academically Gifted, Honors Curriculum, College Students
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de Bruyn, Eddy H.; Cillessen, Antonius H. N. – Journal of Adolescent Research, 2006
The present study was designed to examine early adolescents' stereotypical descriptions of two types of youth who are seen as popular by their peers. Participants were 13- to 14-year-old early adolescents (N = 287). The results indicated that early adolescents distinguished two types of popular peers: a "populistic" (popular but not…
Descriptors: Peer Acceptance, Early Adolescents, Prosocial Behavior, Antisocial Behavior