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Gondra, Ager; Czerwionka, Lori – Frontiers: The Interdisciplinary Journal of Study Abroad, 2018
This investigation examined intercultural knowledge development in a short-term study abroad program in a cultural and linguistic minority context (Basque Country, Spain). A pre- and post-program quantitative and qualitative design was used with 26 participants. The quantitative, survey-based results demonstrated an increase in intercultural…
Descriptors: Cultural Awareness, Study Abroad, Knowledge Management, Pretests Posttests
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Cañada-Cañada, Florentina; González-Gómez, David; Airado-Rodríguez, Diego; Melo Niño, Lina Viviana; Dávila Acedo, María Antonia – International Electronic Journal of Elementary Education, 2017
Students get to Elementary School with a series of misconceptions which are not necessarily in agreement with the scientific knowledge. Misconceptions result from the student's attempts to understand their previous experiences resulting from their interaction with their environment and they must be taken into account in educational practice to…
Descriptors: Misconceptions, Elementary School Students, Scientific Concepts, Questionnaires
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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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Rivera, Reynaldo G.; Arrese, Angel; Sádaba, Charo; Casado, Luis – Journal of Marketing Education, 2020
The management of diversity and inclusion is a major challenge for businesses in developing inclusive products and marketing strategies focused on people with disabilities. Universities can foster positive attitudes toward inclusiveness if they facilitate student recognition of differences as assets and enable them to appreciate the creation of…
Descriptors: Marketing, Teaching Methods, Inclusion, Disabilities
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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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Díaz-Fernández, Antonio M.; del-Real-Castrillo, Cristina – Comunicar: Media Education Research Journal, 2018
Making the work of security organizations known to school children is a means of mitigating feelings of insecurity provoked by the diffusion of information on terrorist attacks in communications media and through social media. Whilst there is a longer tradition of projects to educate school children on the police and the armed forces, no…
Descriptors: Animation, Video Technology, National Security, Foreign Countries
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Murillo-Zamorano, Luis R.; Montanero, Manuel – Assessment & Evaluation in Higher Education, 2018
In this paper the authors analyse the competency of a sample of economics and business students in orally presenting academic content, as well as the changes that occurred after receiving feedback. The students' presentations were videotaped, and a total of 96 were analysed at three stages: pre-test, post-test and follow-up. The participants were…
Descriptors: Public Speaking, Feedback (Response), Peer Evaluation, College Faculty
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Mateos, Mar; Martín, Elena; Cuevas, Isabel; Villalón, Ruth; Martínez, Isabel; González-Lamas, Jara – Cognition and Instruction, 2018
The goal of this study was to assess the effectiveness of 2 different types of intervention aimed at improving written argumentative synthesis by integrating conflicting information from different sources. Both interventions combined the use of a guide with collaborative practice, but one of them also included explicit strategy instruction. Only…
Descriptors: Writing Improvement, Persuasive Discourse, Synthesis, Information Sources
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Hortigüela-Alcalá, David; Sánchez-Santamaría, José; Pérez-Pueyo, Ángel; Abella-García, Víctor – Innovations in Education and Teaching International, 2019
Social networks have a significant presence in universities. More and more teachers are showing an interest in taking advantage of the possibilities they offer for university learning. An empirical study was carried out. The research hypothesis was: the pedagogical use of Twitter and Instagram improves students' motivation and learning. The sample…
Descriptors: Learning Motivation, Social Networks, Factor Analysis, Teaching Methods
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Benítez-Porres, Javier; López-Fernández, Iván; Raya, Juan Francisco; Álvarez Carnero, Sabrina; Alvero-Cruz, José Ramón; Álvarez Carnero, Elvis – Journal of School Health, 2016
Background: Physical activity (PA) assessment by questionnaire is a cornerstone in the field of sport epidemiology studies. The Physical Activity Questionnaire for Children (PAQ-C) has been used widely to assess PA in healthy school populations. The aim of this study was to evaluate the reliability and validity of the PAQ-C questionnaire in…
Descriptors: Physical Activities, Questionnaires, Children, Measures (Individuals)
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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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Giménez-Dasí, Marta; Quintanilla, Laura; Ojeda, Vanesa; Lucas-Molina, Beatriz – Infants and Young Children, 2017
Romas are one of the largest minority groups in Spain and Europe, but no specific data on children's socioemotional learning are available. Our goal was to determine the level of socioemotional knowledge of a group of 4- and 5-year-old Roma children and to implement an intervention program at school. Forty-three Roma children participated…
Descriptors: Ethnic Groups, Minority Groups, Social Development, Emotional Development
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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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López Carrillo, Dolores; Calonge García, Amelia; Rodríguez Laguna, Teresa; Ros Magán, Germán; Lebrón Moreno, José Alberto – Electronic Journal of e-Learning, 2019
Pre-service teachers frequently express negative prejudices towards science and the methodologies traditionally used during their training. Gamification is a booming technology based on combining the psychological aspects, mechanics and dynamics of a game in non-ludic environments. The use of gamification has shown good outcomes in terms of…
Descriptors: Preservice Teachers, Teaching Methods, Instructional Innovation, Educational Games
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Calvo-Ferrer, José Ramón – Interactive Learning Environments, 2020
Although the "digital natives" theory is still used to justify the implementation of technologies such as video games in the language classroom, whether digital nativeness (i.e. the extent to which an individual embodies the characteristics attributed to digital natives) may be used as a predictor of digital game-based learning outcomes…
Descriptors: Computer Games, Video Games, Second Language Instruction, Second Language Learning
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