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Mirchin, Robert Douglas – ProQuest LLC, 2012
This research study is an investigation of student-laboratory (i.e., lab) learning based on students' perceptions of experiences using questionnaire data and evidence of their science-laboratory performance based on paper-and-pencil assessments using Maryland-mandated criteria, Montgomery County Public Schools (MCPS) criteria, and published…
Descriptors: High School Students, Student Attitudes, Academic Achievement, Science Achievement
Mallory, Cecile R. – ProQuest LLC, 2012
In the U.S., future economic viability is being challenged by an increasing inability to replace retiring engineers and scientists through the year 2020 due to declines in learner motivation and proficiency in science. The expository laboratory appears to be linked with non-engagement and is one possible contributing factor to this problem…
Descriptors: Computer Simulation, Science Laboratories, College Science, Chemistry
Simon, Nicole A. – ProQuest LLC, 2013
Virtual laboratory experiments using interactive computer simulations are not being employed as viable alternatives to laboratory science curriculum at extensive enough rates within higher education. Rote traditional lab experiments are currently the norm and are not addressing inquiry, Critical Thinking, and cognition throughout the laboratory…
Descriptors: Computer Simulation, Computer Uses in Education, Science Laboratories, Teaching Methods
Ho, Hsin-Ning – ProQuest LLC, 2010
This study examined the impact of different levels of task difficulty and expertise on self-efficacy judgments. In addition, the study examines how self-efficacy judgments affect the amount of mental effort investment and task performance under different levels of task difficulty and expertise. Results from this study are used to build a…
Descriptors: Research Design, Self Efficacy, Path Analysis, Expertise
Gilutz, Shuli – ProQuest LLC, 2009
This study looks at the relationship between age, technology experience, and design factors in determining young children's comprehension of novel digital interfaces. In Experiment 1, 35 preschoolers played three games that varied in complexity and familiarity. Parental questionnaires were used to assess children's previous technology experience.…
Descriptors: Familiarity, Young Children, Interaction, Educational Technology