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No Child Left Behind Act 20013
Showing 376 to 390 of 1,897 results Save | Export
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Alajaji, Deema Abdulmohsen; Alshwiah, Abeer Aidh – Journal of Information Technology Education: Research, 2021
Aim/Purpose: To investigate the application of game elements to a non-gaming context (gamification), specifically on an early childhood teacher-training course. Background: This research proposes a teaching strategy that combines gamification elements via e-quizzing tools with the main principles of a scavenger hunt (SH). The purpose of this blend…
Descriptors: Game Based Learning, Undergraduate Students, Preservice Teachers, Late Adolescents
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Wright, Meghan C.; Nichols, Thomas – Journal on Excellence in College Teaching, 2021
The authors describe the traits, typologies, and behaviors of Generation Z (those born after 1997) to set the stage for the changes needed to engage this generation of students in the classroom. Using this knowledge about Generation Z as a foundation, the authors call for innovative approaches to teaching that engage students actively in the…
Descriptors: Teaching Methods, Generational Differences, Student Motivation, Educational Innovation
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Rajendran, Vaishnavi; Yunus, Melor Md – International Journal of Education and Literacy Studies, 2021
Web 2.0 based applications are becoming a way of teaching and learning tool. This study takes a systematic review to understand various studies related to digital storytelling (DS) intervention. The research found through Education Resources Information Center (ERIC) from the year 2016 to the year 2020, which included full-text articles and peer…
Descriptors: Educational Technology, Technology Uses in Education, Story Telling, Interaction
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Bhagat, Kaushal Kumar; Yang, Fang-Ying; Cheng, Chia-Hui; Zhang, Yan; Liou, Wei-Kai – Educational Technology Research and Development, 2021
Although AR technology seems to be promising for helping students learn complicated and abstract concepts, whether the positive effects of this new technology can be applied to the learning of three-dimensional geometric concepts, and what factors might mediate its effectiveness are questions worth further investigation. This study used the…
Descriptors: Mathematics Instruction, Middle School Students, Computer Simulation, Educational Technology
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Hwang, Gwo-Jen; Chien, Shu-Yun; Li, Wen-Shiang – British Journal of Educational Technology, 2021
Digital game-based learning (DGBL) is a frequently adopted mode for facilitating teaching and learning, where learners are immersed in game contexts to engage in gameplay and to construct meaningful knowledge. However, without guidance, students might have difficulties organizing what they have experienced in gaming contexts. Thus, in this…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Video Games
Rosalyn Kelson Richards – ProQuest LLC, 2021
Many researchers have observed that gamified mixed reality learning environments (gMRLEs) can increase learner engagement, motivation, knowledge acquisition, and critical thinking. However, there is no consensus on strategies and methods for designing gMRLEs. The purpose of this qualitative Delphi study was to identify best practices in designing…
Descriptors: Best Practices, Gamification, Game Based Learning, Computer Simulation
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Cakir, Recep – Malaysian Online Journal of Educational Technology, 2019
This study aims to investigate the effect of Web-Based Intelligence Tutoring System on Students' Achievement and Motivation in the computer introduction course. For this purpose, an intelligent tutoring system called Office Master was designed and developed that can be reached on the internet. With this software, subjects are taught to students,…
Descriptors: Intelligent Tutoring Systems, Educational Technology, Technology Uses in Education, Teaching Methods
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Ismail, Sameh S.; Abdulla, Shubair A. – Journal of Technology and Science Education, 2019
This research introduces a new pedagogical approach, the Virtual Flipped Classroom (VFC). The VFC is an integration of two concepts: the Flipped Classroom and Virtual Classroom. It enables teachers to teach and guide students in applying the activities needed to achieve the best learning levels. To investigate the effect of VFC, the researchers…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
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Luik, Piret; Suviste, Reelika; Lepp, Marina; Palts, Tauno; Tõnisson, Eno; Säde, Merilin; Papli, Kaspar – British Journal of Educational Technology, 2019
Learners who enrol in massive open online courses (MOOCs) have different backgrounds and tend to have different motivations than learners in traditional courses. Based on value-expectancy theory, an instrument was developed to measure motivation for enrolling in a programming MOOC. A study with 1229 adult participants in Estonian-language…
Descriptors: Online Courses, Large Group Instruction, Educational Technology, Enrollment
Brandon D. Weaver – ProQuest LLC, 2023
This quantitative study examined teacher perceptions on the relationship between technology, student academic behaviors, and performance in blended 9th-12th grade settings through pre-COVID-19 Pandemic and post-COVID-19 Pandemic learning experiences. This replicate study explored the relationship between teacher perceptions of student motivation…
Descriptors: Blended Learning, High School Teachers, Teacher Attitudes, Digital Literacy
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Eppard, Jenny; Williams, Cara; Hojeij, Zeina; Johnson, Jason D. – International Journal of Education in Mathematics, Science and Technology, 2022
This study examined the impact of iPad integration on student motivation, engagement, and learning skills in a mathematics program. Subjects included 143 students aged 8 to 14 years old and 63 parents in an Indian-based school in Dubai where the national curriculum required the use of tablets be integrated into school subjects starting at grade…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Integration
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Jayashanka, Rangana; Hettiarachchi, E.; Hewagamage, K. P. – Electronic Journal of e-Learning, 2022
During the COVID-19 pandemic period, all the Sri Lankan universities delivered lectures in fully online mode using Virtual Learning Environments. In fully online mode, students cannot track their performance level, their progress in the course, and their performances compared to the rest of the class. This paper presents research work conducted at…
Descriptors: Foreign Countries, Technology Uses in Education, Learning Analytics, Electronic Learning
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Yildirim, Mehtap; Gurleroglu, Lerna – International Journal of Web-Based Learning and Teaching Technologies, 2022
The effect of the COVID-19 pandemic shows that schools must adapt new approaches in order to continue to provide teaching and learning at schools. To achieve this, students must be equipped to learn in a multifaceted, multitasking, and technology-driven world, and the utilization of web 2.0 tools has been revealed as important in this endeavor.…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
Livingston, Ayesha L. – ProQuest LLC, 2018
Despite best efforts, students in U.S. schools still underperform in mathematics compared to many other developed countries, and the achievement gap persists. Teachers play a most important role in student success, yet the knowledge about adult beliefs (and how they can be changed) concerning one's ability to learn math, the value one has for…
Descriptors: Mathematics Achievement, Achievement Gap, Undergraduate Students, Intervention
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Marín-Marín, José-Antonio; Costa, Rebeca Soler; Moreno-Guerrero, Antonio-José; López-Belmonte, Jesús – Education Sciences, 2020
Information and communication technologies (ICT) are immersed in the teaching and learning processes. Specifically, educational robotics is a technology with great projection in learning spaces. This educational technology has revealed great potential in educational processes in the scientific literature. In this study, the Makey Makey device has…
Descriptors: Foreign Countries, Robotics, Physical Education, Technology Uses in Education
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