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Showing 1 to 15 of 30 results Save | Export
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Cosme Jesús Gómez; Francisco Javier Hinojo-Lucena; Juan Ramón Moreno-Vera; Santiago Alonso-Garcia – Education & Training, 2023
Purpose: The main goal of this investigation is to analyze the implementation of a forced blended-learning program in social sciences higher education in a post-pandemic COVID-19 context. To reach that target, the authors suggest two specific objectives (S.O.): S.O.1 To analyze the motivation, the resources and the learning effectiveness of the…
Descriptors: Blended Learning, Social Sciences, COVID-19, Pandemics
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Cecchini, J. A.; Fernandez-Rio, J.; Mendez-Gimenez, A.; Gonzalez, C.; Sanchez-Martínez, B.; Carriedo, A. – European Journal of Teacher Education, 2021
The goal of the article was to compare the effects of two different cooperative learning programmes on prospective teachers. A total of 332 students enrolled in a Teacher Training Programme agreed to participate. At the beginning of the semester, they all experienced low-structured cooperative learning (LSCL) for 10 sessions. At the end of this…
Descriptors: Cooperative Learning, Teaching Methods, Preservice Teachers, Student Motivation
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Oriol Borrás-Gené; Raquel Hijón-Neira; Pedro Paredes-Barragán; Lucía Serrano-Luján – International Journal of Game-Based Learning, 2024
Educational escape rooms aims to motivate students, to strengthen knowledge and evaluate learning. Pre-service teachers enrolled in "Computer Science and Digital Competency" course shows lack of motivation and difficulties to realise its usefulness in everyday practice, becoming an ideal context to apply this strategy. 157 students…
Descriptors: Blended Learning, Problem Solving, Student Motivation, Programming
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Ferriz-Valero, Alberto; Østerlie, Ove; García-Martínez, Salvador; Baena-Morales, Salvador – Education Sciences, 2022
The ubiquity of digital technology in society and school demands that teachers and students explore various pedagogical approaches to make use of those technologies in a fruitful way in order to enhance students' educational outcomes. One approach emerging in the field of physical education (PE) is the pedagogical approach called flipped classroom…
Descriptors: Team Sports, Flipped Classroom, Physical Education, Secondary School Students
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Villar-Aldonza, Adriano – Journal of Computer Assisted Learning, 2023
Background: The growth of teaching practices conducted to promote cognitive activation and active participation in the classroom in recent years has become the epicentre of an active debate regarding their effectiveness. Objectives: This study is aimed to shed some light on this topic by empirically analysing the causes and consequences of more…
Descriptors: Teaching Styles, Teaching Methods, Instructional Effectiveness, Achievement Tests
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Villena Taranilla, Rafael; Cózar-Gutiérrez, Ramón; González-Calero, José Antonio; López Cirugeda, Isabel – Interactive Learning Environments, 2022
Virtual Reality is an emerging educational technology due to its potential immersive, interactive and imaginative characteristics supporting pupils in the learning process towards meaningful learning. Furthermore, the current teaching of history is generally too traditional, making the subject being perceived as pointless and boring by students.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, History Instruction
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Hernández-Prados, Mª Ángeles; Belmonte, Mª Luisa; Manzanares-Ruiz, Juan Carlos – Education Sciences, 2021
Notwithstanding the importance and relevance of gamification as a topical methodology in education, and after a literature review, there are just a few studies using role-playing games. In order to motivate and facilitate English as second language (ESL) learning of first year of Bachillerato (year 12) students at a public high school in the…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, High School Students
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Sendra, Anna; Lozano-Monterrubio, Natàlia; Prades-Tena, Jordi; Gonzalo-Iglesia, Juan Luis – International Journal of Game-Based Learning, 2021
This paper introduces the results of applying a gameful approach based on six playful activities as a tool to improve the learning process in higher education. A total of 850 students from different courses of Universitat Rovira i Virgili (Spain) were involved in the study. The strategy was evaluated through a participant observation (active and…
Descriptors: Game Based Learning, Educational Games, Role Playing, Simulation
Gortazar, Lucas; Hupkau, Claudia; Roldán, Antonio – Centre for Economic Performance, 2023
We provide evidence from a randomized controlled trial on the effectiveness of a novel, 100-percent online math tutoring program, targeted at secondary school students from highly disadvantaged neighborhoods. The intensive, eight-week-long program was delivered by qualified math teachers in groups of two students during after-school hours. The…
Descriptors: Tutoring, Computer Mediated Communication, Electronic Learning, At Risk Students
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Marinescu, Maria-Cristina; Marzo, Jose L. – International Association for Development of the Information Society, 2019
Students everywhere are increasingly expecting to learn content that is immediately relevant to the degree they are preparing for. The negative implication of this is that they generally lack the motivation to study the fundamentals and understand in-depth material that they may not yet see the use for. Based on our previous experience with…
Descriptors: Cooperative Learning, Teaching Methods, Student Attitudes, Instructional Effectiveness
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Pilar Rodríguez-Arancón; María Bobadilla-Pérez; Alberto Fernández-Costales – Journal for Multicultural Education, 2024
Purpose: This study aims to delve into the interplay between didactic audiovisual translation (DAT) and computer-assisted language learning (CALL), exploring their combined impact on the development of intercultural competence (IC) among learners of English as a foreign language (EFL). Design/methodology/approach: Using a quasi-experimental…
Descriptors: Translation, Teaching Methods, Second Language Learning, Second Language Instruction
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Fernandez-Rio, Javier; Zumajo-Flores, Marc; Flores-Aguilar, Gonzalo – European Physical Education Review, 2022
The aim of the present study was to compare the possible effects of a gamified programme and a traditional instructional approach in secondary physical education at the level of intrinsic motivation, autonomy satisfaction, competence satisfaction, relatedness satisfaction, and intention to be physically active. A total of 54 year-nine students (14…
Descriptors: Physical Education, Grade 9, Student Satisfaction, Personal Autonomy
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Bellés-Calvera, Lucía; Martínez-Hernández, Ana-Isabel – Latin American Journal of Content and Language Integrated Learning, 2022
In present-day educational contexts, the integration of Information and Communication Technologies (ICTs) and gamification has been the basis for implementing escape rooms as pedagogical tools. This paper examines the role of virtual escape rooms in boosting History learners' motivation in Content and Language Integrated Learning (CLIL) contexts.…
Descriptors: Game Based Learning, Cooperative Learning, Problem Solving, Educational Environment
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Parte, Laura; Mellado, Lucía – Journal of Educators Online, 2021
Interactions between instructors and students at distance learning universities are crucial in motivating students and enhancing learning outcomes. Although prior empirical studies have examined email messages at distance learning universities from different perspectives, this is the first study, to the best of our knowledge, to explore the…
Descriptors: Electronic Mail, Distance Education, Online Courses, Integrated Learning Systems
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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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