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Peabody Picture Vocabulary…1
Showing 1 to 15 of 41 results Save | Export
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Takahiro Terao – Applied Measurement in Education, 2024
This study aimed to compare item characteristics and response time between stimulus conditions in computer-delivered listening tests. Listening materials had three variants: regular videos, frame-by-frame videos, and only audios without visuals. Participants were 228 Japanese high school students who were requested to complete one of nine…
Descriptors: Computer Assisted Testing, Audiovisual Aids, Reaction Time, High School Students
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Takemura, Atsushi – International Association for Development of the Information Society, 2022
Science and technology education necessitates teaching and learning experiments involving electronic circuit construction and measurements using experimental equipment. In this study, a novel cross reality system for learning physical circuit construction and performing virtual experiments using virtual experimental equipment with mid-air haptics…
Descriptors: Science Education, Technology Education, Electronic Equipment, Science Experiments
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Mon, Chit Su; Yap, Kian Meng; Ahmad, Azlina – Electronic Journal of e-Learning, 2021
Educational entertainment or edutainment is a popular approach to allow learners experience a fun learning environment while acquiring knowledge. Currently, this approach is widely used and has promising benefits, whereby not only it provides a fun learning environment but also cause learners to hardly notice the learning process. However, as…
Descriptors: Visual Impairments, Blindness, Students with Disabilities, Educational Technology
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Kolitsky, Michael A. – Journal of Science Education for Students with Disabilities, 2019
The geologic method of stratigraphy which studies the structure of the earth by making layers was employed with 3D laser cutting techniques to make more easily defined tactile regions in templates of cells, tissues and anatomic regions containing muscles and bones. Templates were made audio responsive by hand-drilling a small hole in a template…
Descriptors: Science Education, Tactual Perception, Stimuli, Teaching Methods
Brenna Griffen – ProQuest LLC, 2023
Identifying preferred stimuli is an initial step in many evidence-based educational programs for young children. Preference assessments, such as the Multiple Stimulus Without Replacement (MSWO), provide an empirically validated way of identifying and ranking these stimuli. Traditional methods of training professionals to implement MSWO often…
Descriptors: Artificial Intelligence, Educational Technology, College Students, Speech Language Pathology
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Hahn, Michael E.; Mueller, Corrine M.; Gorlewicz, Jenna L. – Journal of Visual Impairment & Blindness, 2019
Introduction: The current work probes the effectiveness of multimodal touch screen tablet electronic devices in conveying science, technology, engineering, and mathematics graphics via vibrations and sounds to individuals who are visually impaired (i.e., blind or low vision) and compares it with similar graphics presented in an embossed format.…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
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Dixon, Mark R.; Stanley, Caleb; Belisle, Jordan; Galliford, Megan E.; Alholail, Amani; Schmick, Ayla M. – Analysis of Verbal Behavior, 2017
The present study evaluated the efficacy of a stimulus-equivalence training procedure in teaching basic geography skills to two children with autism. The procedures were taken directly from a standardized training curriculum based in stimulus equivalence theory called "Promoting the Emergence of Advanced Knowledge Equivalence Module"…
Descriptors: Children, Teaching Methods, Stimuli, Training
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Romero, Margarida; Barma, Sylvie – Canadian Journal of Learning and Technology, 2022
Problem-solving activities have been studied from a diversity of epistemological perspectives. In problem-solving activities, the initial tensions of a problematic situation led to a cognitive dissonance between conflicting motives and instruments to reach the activity goal. We analyze problem-solving in the continuation of Sannino and Laitinen's…
Descriptors: Problem Solving, Stimuli, Stimulation, Decision Making
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Lee, Hye Yeon; Lee, Hyeon Woo – Educational Technology Research and Development, 2018
Recently, there has been a transition from traditional paper or computer-based learning environments to smartpad-based learning environments, which are based on touch and involve various cognitive strategies such as touch operation and note taking. Accordingly, the use of smartpads can provide an effective learning environment through…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Teaching Methods
Danilov, Igor Val; Mihailova, Sandra – Online Submission, 2020
This study presents, for the first time, (a) the analysis of the modern literature on the reciprocal impact of emotional arousal and interactional synchrony that creates the synergy of this tandem increasing group productivity; (b) the empirical results of 10 online experiments with 41 dyads. These online experiments in different languages found a…
Descriptors: Electronic Learning, Educational Technology, Emotional Response, Interaction
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Beaver, Brittany N.; Reeve, Sharon A.; Reeve, Kenneth F.; DeBar, Ruth M. – Education and Training in Autism and Developmental Disabilities, 2017
The current study assessed whether four 15- to 17-year-old individuals diagnosed with autism would remain on-task for more intervals and complete tasks independently as a function of using self-reinforcement or teacher-delivered reinforcement. An adapted alternating-treatments design with teacher-delivered reinforcement, self-reinforcement, and a…
Descriptors: Adolescents, Autism, Handheld Devices, Telecommunications
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Sage, Kara D.; Baldwin, Dare – Journal of Research in Childhood Education, 2015
Past research has established that children typically learn better from live demonstrations than from two-dimensional (2D) media. In the present set of experiments, we investigated the efficacy of a new 2D learning medium-the self-paced slideshow. A primary goal was to determine whether the "video deficit effect" extended to self-paced…
Descriptors: Teaching Methods, Educational Technology, Preschool Children, Demonstrations (Educational)
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Hofmann, Riikka; Arenge, Gabrielle; Dickens, Siobhan; Marfan, Javiera; Ryan, Mairead; Tiong, Ngee Derk; Radia, Bhaveet; Blaskova, Lenka Janik – Center for Educational Policy Studies Journal, 2021
This paper advances our understanding of how schools can become change agents capable of transforming local practice to address the challenges arising from the COVID-19 pandemic. It presents a novel application of cultural-historical activity theory to reinterpret evidence on widespread learning loss and increasing educational inequities resulting…
Descriptors: COVID-19, Pandemics, Change Agents, School Role
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Mechling, Linda C.; Bishop, Vanessa A. – Journal of Special Education, 2011
This article reports on two studies investigating the use of computer-based stimuli that may then be used to develop activities and programming for students with profound multiple disabilities (PMD). Both studies used an alternating treatments design and systematic assessment strategy to present stimuli sequentially and to measure student…
Descriptors: Video Technology, Stimuli, Multiple Disabilities, Computers
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Huang, Wenhao David; Johnson, Tristan E.; Han, Seung-Hyun Caleb – Internet and Higher Education, 2013
Colleges and universities have begun to understand the instructional potential of digital game-based learning (DGBL) due to digital games' immersive features. These features, however, might overload learners as excessive motivational and cognitive stimuli thus impeding intended learning. Current research, however, lacks empirical evidences to…
Descriptors: Computers, College Students, Structural Equation Models, Educational Games
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