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Showing 31 to 45 of 129 results Save | Export
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Chulapol Thanomsing; Priya Sharma – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: Social media are increasingly being used in teaching and learning in higher education. This paper aims to explore multiple case studies to better understand how instructors decide to incorporate social media into learning. Design/methodology/approach: This qualitative case study used the technology acceptance model (TAM) to explore five…
Descriptors: Teaching Methods, Teacher Attitudes, Cooperative Learning, Technology Uses in Education
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Wuleta Ketema Abebe; Habtamu Wodaj Tafari; Solomon Belay Faris – Cogent Education, 2024
The teaching of conceptual understanding is a key objective in the field of science education. But students, on average, do not adequately understand the concepts in a large number of science subjects. This is the case with Ethiopia's students as well. Additionally, conventional instruction is the primary method used by Ethiopian school teachers.…
Descriptors: Context Effect, Student Attitudes, Heredity, Scientific Concepts
Ryan Louis Riley – ProQuest LLC, 2023
Implementing ambitious teaching practices is a student-led teaching style that emphasizes being student-centered instead of a teacher-centered teaching approach. This qualitative descriptive study looks at how special education teachers describe their use of authentic activities, social context, and classroom culture in the implementation of…
Descriptors: Special Education, Special Education Teachers, Program Implementation, Teaching Methods
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Fourie, Jean; Wilson, Claire – Perspectives in Education, 2021
Playing authentic educational games can support learners of all ages and abilities, particularly those with special educational or remedial needs. Playing games in cooperative groups allows learners to relate socially, motivate each other competitively and rehearse schoolwork. Literature mostly covers computer games rather than real-life…
Descriptors: Game Based Learning, Graduate Students, Student Experience, Educational Psychology
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Jiangyue Liu; Siran Li; Qianyan Dong – Journal of Educational Computing Research, 2024
The emergence of Generative Artificial Intelligence (GAI) has caused significant disruption to the traditional educational teaching ecosystem. GAI possesses remarkable capabilities in generating human-like text and boasts an extensive knowledge repository, thereby paving the way for potential collaboration with humans. However, current research on…
Descriptors: Artificial Intelligence, Learning Analytics, Computer Uses in Education, Instructional Design
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Mariolina Pais Marden; Jan Herrington – Mentoring & Tutoring: Partnership in Learning, 2024
Providing foreign language students with opportunities to engage in meaningful and purposeful communication and culturally authentic interaction with peers and native speakers is critical to successful second language acquisition and the development of intercultural competence . This paper describes research that investigated how selected native…
Descriptors: Foreign Countries, Italian, Scaffolding (Teaching Technique), Native Speakers
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Catriona Warren; Caroline McGarry; Valerie Brett – Adult Learner: The Irish Journal of Adult and Community Education, 2024
This practice-based case study explores how digital education practices within an inclusive, supportive environment can help to transform the practice and meet the specific needs of adult literacy education practitioners in their specific contexts. In an effort to contribute to discourse in relation to what works in various programmes and…
Descriptors: Educational Technology, Technology Uses in Education, Adult Education, Electronic Learning
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Kok-Sing Tang; Felicity McLure; John Williams; Catherine Donnelly – Australian Educational Researcher, 2024
Research in STEM education has focussed on integrated STEM projects that combine knowledge and skills across science, technology, engineering, and mathematics. These integrated STEM projects are typically designed by teachers or researchers addressing a limited range of topics that do not always cater well to the diversity of interest among…
Descriptors: STEM Education, High School Students, Grade 10, Grade 9
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Hwang, Wu-Yuin; Hariyanti, Uun; Chen, Nian-Shing; Purba, Siska Wati Dewi – Interactive Learning Environments, 2023
The purpose of this study is to develop and validate an authentic contextual learning framework with six constructs to model the relationships among essential factors of authentic contextual learning. In particular, this framework explores the relationships across six constructs, i.e. learning by applying, healthy learning, collaborative learning,…
Descriptors: Authentic Learning, Models, Experiential Learning, Cooperative Learning
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Cook, Jim; Brown, Martin; Sellwood, Matthew; Campbell, Craig; Kouppas, Paul; Poronnik, Philip – Biochemistry and Molecular Biology Education, 2021
This brief review provides insights into the recent advances made by the Unity game engine into education and the ways that learning resources can be used to teach novice bioscience students to use the VR/AR affordances of the platform. We present our own practises for implementation of a novel gamification task for final-year bioscience students…
Descriptors: Educational Games, Science Instruction, Teaching Methods, Biological Sciences
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Haering, Marlo; Bano, Muneera; Zowghi, Didar; Kearney, Matthew; Maalej, Walid – IEEE Transactions on Learning Technologies, 2021
With the vast number of apps and the complexity of their features, it is becoming challenging for teachers to select a suitable learning app for their courses. Several evaluation frameworks have been proposed in the literature to assist teachers with this selection. The iPAC framework is a well-established mobile learning framework highlighting…
Descriptors: Automation, Courseware, Computer Software Evaluation, Computer Software Selection
Cochrane, Thomas – Melbourne Centre for the Study of Higher Education, 2020
Authentic online collaboration focuses upon exploring (often complex) real world problems or practice, and highlights the importance of designing learning experiences that involve interdisciplinary collaboration. Most professions involve some form of teamwork and collaboration across a variety of discipline and cultural boundaries; therefore, this…
Descriptors: Authentic Learning, Cooperative Learning, Interdisciplinary Approach, Educational Environment
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Vusumuzi Maphosa – Cogent Education, 2024
This study explores students' perceptions of the authentic learning opportunities provided by Moodle at a rural university, aiming to link their lived experiences with their educational journeys through technology-enabled environments that foster active participation, collaboration, and co-creation of knowledge. Employing a descriptive and…
Descriptors: Student Attitudes, Rural Schools, Learning Management Systems, Undergraduate Students
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Emily Theophilou; Rene Lobo-Quintero; Davinia Hernandez-Leo; Roberto Sanchez-Reina; Dimitri Ognibene – IEEE Transactions on Learning Technologies, 2024
The impact of social media on teens' mental health and development raises the need for educational interventions that equip them with the knowledge and skills to cope with dangerous situations. In spite of the growing effort to expand social media literacy among youngsters, social media interventions still rely on conventional methods that tend to…
Descriptors: Social Media, Social Emotional Learning, Longitudinal Studies, High School Students
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Kelly, Lauren Leigh – Equity & Excellence in Education, 2023
This article discusses how activist-oriented BIPOC youth designed an annual conference rooted in youth culture and social justice. As a participant-observer, I analyze how these youth co-constructed a teaching and learning curriculum centered on young people's identities, epistemologies, and radical imaginings. The process of the youth leaders…
Descriptors: Minority Group Students, Design, Conferences (Gatherings), Youth
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