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Louisa Kulke; Laura Pasqualette – Cogent Education, 2024
Online teaching has drastically increased over recent years. Although presentation of teaching videos in 360-degree on Virtual Reality headsets was shown to be more immersive than 2D videos, it is under debate whether people learn better from immersive 360-degree videos or 2D videos. The current preregistered study aimed to compare students'…
Descriptors: Video Technology, Computer Simulation, Technology Uses in Education, Teaching Methods
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Yang Ding; Xiaohua Zhao; Ying Yao; Chenxi He; Rui Chai; Shuo Liu – Interactive Learning Environments, 2024
The objective of this study is to propose an interactive training method based on the Unity 3D platform and to evaluate its effectiveness in comparison to a video-based training method in curbing speeding behavior and promoting road safety. Based on the attributes unique to drivers with Type A behavior patterns, this study selected 36 drivers with…
Descriptors: Program Effectiveness, Interaction, Motor Vehicles, Educational Technology
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Krämer, Andreas; Böhrs, Sandra; Ilemann, Susanne – Journal of Education and Learning, 2021
When it comes to presenting research results, the usual approach is to use PowerPoint or similar slide applications, or to opt for alternative presentation tools. A central question is how well the knowledge is transferred and to what extent the target audience is addressed emotionally. Based on a 2*2 factorial design, the effects of presentation…
Descriptors: Research, Information Dissemination, Audiences, Visual Aids
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Dugan, Jessica A.; Bauer, Patricia J. – Applied Cognitive Psychology, 2022
Self-derivation of new factual knowledge is crucial for building a knowledge base. In three experiments, we investigated self-derivation about prescription medications. In Experiment 1, adults self-derived new knowledge across textual materials on 40% of trials. Participants in Experiment 2 performed similarly (42%), even when half the information…
Descriptors: Knowledge Level, Adults, Drug Therapy, Teaching Methods
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Tetsuya Matsuia – Cogent Education, 2024
The use of virtual teachers (VTs) in environmental education is an important but little-studied issue. The advantage of VTs over robot teachers is that they have more freedom in designing their appearance and can change it immediately. Therefore, this paper hypothesizes that 'VTs with animal ears are better suited to teach environmental issues…
Descriptors: Animals, Environmental Education, Electronic Learning, Teacher Characteristics
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Shafiee Rad, Hanieh; Roohani, Ali; Rahimi Domakani, Masoud – Language Learning & Technology, 2021
This study investigated the effectiveness of two technology-enhanced models of the flipped classroom, discussion-oriented and role-reversal, on English language learners' expository writing skills and evaluated the proposed models as a means of teaching/learning writing skills. To these ends, a quasi-experimental design with three intact classes,…
Descriptors: English (Second Language), Second Language Instruction, Writing Instruction, Expository Writing
Ma, Ben – ProQuest LLC, 2023
English education is a popular industry with tremendous business value and is worth further research on operation and innovation. China's English learning population is about 400 million, which is bigger than the population of the United States (Z. Li, 2020). Chinese students have been diligently studying English for many years, but most need help…
Descriptors: Technology Uses in Education, Distance Education, English (Second Language), Second Language Learning
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Erin Conwell; Jesse Snedeker – Language Learning and Development, 2024
Natural languages contain systematic relationships between verb meaning and verb argument structure. Artificial language learning studies typically remove those relationships and instead pair verb meanings randomly with structures. Adult participants in such studies can detect statistical regularities associated with words in these languages and…
Descriptors: Semantics, Cues, Verbs, Adults
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Tania Miguel Trabajo; Eavan Dorcey; Jan Roelof van der Meer – Journal of Microbiology & Biology Education, 2024
Inspired by the positive impact of serious games on science understanding and motivated by personal interests in scientific outreach, we developed "Bacttle," an easy-to-play microbiology board game with adaptive difficulty, targeting any player from 7 years old onward. Bacttle addresses both the lay public and teachers for use in…
Descriptors: Microbiology, Science Instruction, Educational Games, Environmental Influences
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Stagg, Bethan C.; Donkin, Maria E. – Journal of Biological Education, 2017
We investigated usability of mobile computers and field guide books with adult botanical novices, for the identification of wildflowers and deciduous trees in winter. Identification accuracy was significantly higher for wildflowers using a mobile computer app than field guide books but significantly lower for deciduous trees. User preference…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Educational Technology
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Skordaki, Efrosyni-Maria; Bainbridge, Susan – International Review of Research in Open and Distributed Learning, 2018
This paper presents the results of a research study on scientific software training in blended learning environments. The investigation focused on training approaches followed by scientific software users whose goal is the reliable application of such software. A key issue in current literature is the requirement for a theory-substantiated…
Descriptors: Computer Software, Blended Learning, Educational Technology, Technology Uses in Education
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Botfield, Jessica R.; Newman, Christy E.; Lenette, Caroline; Albury, Kath; Zwi, Anthony B. – Health Education Journal, 2018
Objective: Digital storytelling and other methods of self-expression and autobiography have become an increasingly important tool for those working with young people, including those from migrant, refugee or other 'culturally diverse' backgrounds. A structured scoping review was undertaken to better understand the potential value and challenges of…
Descriptors: Story Telling, Autobiographies, Educational Technology, Technology Uses in Education
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Davidson, Ann-Louise; Price, David William – LEARNing Landscapes, 2017
The maker movement in education is linked to better, more authentic learning that can help students develop 21st century competencies. Maker experiences, like any experiential learning, can be limited by decontextualized, recipe-style labs and fail to deliver on the promise of engaged learners ready to learn on demand and solve the ill-defined…
Descriptors: Shared Resources and Services, Teaching Methods, Experiential Learning, Educational Technology
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Cano, Ana Rus; Fernández-Manjón, Baltasar; García-Tejedor, Álvaro J. – British Journal of Educational Technology, 2018
Serious Games (SGs), defined as a game in which education (in its various forms) is the primary goal rather than entertainment, have been proven as an effective educational tool for engaging and motivating students. However, more research is needed to sustain the suitability of these games to train users with cognitive impairments. This empirical…
Descriptors: Educational Games, Intellectual Disability, Down Syndrome, Adults
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Hetzroni, Orit E.; Israel, Einav – Journal of Cognitive Education and Psychology, 2019
Individuals with low functioning autism spectrum disorders (LFASD) who demonstrate significant cognitive and communication needs benefit from using technology for learning graphic symbols for enhancing participation. This study investigated if an iPad application would increase identification of graphic symbols by children and adults with LFASD.…
Descriptors: Autism, Pervasive Developmental Disorders, Intellectual Disability, Communication Skills
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