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Showing 136 to 150 of 346 results Save | Export
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Jackson, Dawnyéa D.; Ingram, Lucy Annang; Boyer, Cherrie B.; Robillard, Alyssa; Huhns, Michael N. – American Journal of Sexuality Education, 2016
College students represent an important population for studying and understanding factors that influence sexual risk given the populations' high risk of sexually transmitted infections and unintended pregnancies. Using a quasi-experimental design, the efficacy of a brief and theory-driven mobile application intervention designed to decrease sexual…
Descriptors: Sexuality, Health Behavior, Risk, Contraception
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Demir, Kadir; Akpinar, Ercan – Malaysian Online Journal of Educational Technology, 2018
This study examines the effect of mobile learning applications on undergraduate students' academic achievement, attitudes toward mobile learning and animation development levels. Quasi-experimental design was used in the study. Participants of the study were students of the Buca Faculty of Education at Dokuz Eylul University in Turkey. The…
Descriptors: Undergraduate Students, Telecommunications, Handheld Devices, Educational Technology
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Liou, Hsien-Chin; Chen, Wen-Feng – Taiwan Journal of TESOL, 2018
In this study, a quasi-experimental within-subject design was adopted to examine the intervention effects of teaching academic formulaic sequences (FS) for writing with one intact class consisting of 15 EFL third-year college students. Fifty target FSs were chosen from five recently compiled academic formulas lists (mostly derived through corpus…
Descriptors: Quasiexperimental Design, Questionnaires, Undergraduate Students, Academic Discourse
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Jaeger, Martin; Adair, Desmond – European Journal of Engineering Education, 2017
Online quizzes have been shown to be effective learning and assessment approaches. However, if scenario-based online construction safety quizzes do not include time pressure similar to real-world situations, they reflect situations too ideally. The purpose of this paper is to compare engineering students' performance when carrying out an online…
Descriptors: Engineering Education, Quasiexperimental Design, Tests, Academic Achievement
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Sas, Magdalena; Bendixen, Lisa D.; Crippen, Kent J.; Saddler, Sterling – Journal of College Science Teaching, 2017
Online discussions have become inherent components of both face-to-face and distance education college courses, yet they often fail to provide much benefit to students' learning outcomes. One reason behind this phenomenon is the lack of or inadequate scaffolding or guidance provided to students when participating on asynchronous discussion boards.…
Descriptors: Health Sciences, Science Instruction, College Science, Concept Mapping
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Alzahrani, Majed Gharmallah – Turkish Online Journal of Educational Technology - TOJET, 2017
This study was conducted to investigate the effect of using online discussion forums (ODFs) on students' learning, particularly on their achievement. In order to achieve this, a quasi-experimental design was implemented during one academic semester at one of the leading universities in Saudi Arabia. The sample of this study involved undergraduate…
Descriptors: Foreign Countries, Computer Mediated Communication, Group Discussion, Educational Technology
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Yeung, Siu-Kit; So, Wing-Mui Winnie; Cheng, Nga-Yee Irene; Cheung, Tsz-Yan; Chow, Cheuk-Fai – International Journal of Sustainability in Higher Education, 2017
Purpose: This paper aims to compare the learning outcomes of gaming simulation and guided inquiry in sustainability education on plastic waste management. The current study targets the identification of success factors in these teaching approaches. Design/methodology/approach: This study used a quasi-experimental design with undergraduate…
Descriptors: Sanitation, Plastics, Environmental Education, Sustainability
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Codish, David; Ravid, Gilad – Interdisciplinary Journal of E-Learning and Learning Objects, 2014
Gamification in education is being used as a way to increase student engagement and learning. While carrying a big promise, little is known about how students with different personalities, specifically extraverts and introverts, are influenced by game elements and mechanics: knowledge that is essential to ensure that implementing gamification will…
Descriptors: Educational Games, Learner Engagement, Play, Personality Traits
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Boburka, Reneé R.; Wesp, Richard K.; Eshun, Sussie; Drago, Anthony L. – Studies in Continuing Education, 2014
Many agree that educational systems should instill in students the value of lifelong learning (LLL), but few have suggested how to accomplish that or how to measure the effectiveness of those curricular initiatives. We developed a technique intended to strengthen students' beliefs about the value of LLL and piloted use of a recently developed…
Descriptors: Lifelong Learning, Student Attitudes, Quasiexperimental Design, College Faculty
Mihci, Can; Ozdener, Nesrin – International Association for Development of the Information Society, 2014
The aim of this study is to assess the impact upon academic success of the use of a reference block-based visual programming tool, namely the MIT App Inventor for Android, as an educational instrument for teaching object-oriented GUI-application development (CS2) concepts to students; who have previously completed a fundamental programming course…
Descriptors: Computer Science Education, Programming, Computer Software, Programming Languages
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Van Camp, Debbie; Baugh, Stacey-Ann – Journal of the Scholarship of Teaching and Learning, 2016
Engagement with political, social, and civil issues is a fundamental component of an educated population, but civic knowledge and engagement are decreasing among adolescents and young adults. A Psychology in Current Events class sought to increase this engagement and key skills such as critical thinking. A one-group pretest-posttest…
Descriptors: Civics, Citizenship Education, Current Events, Learner Engagement
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Saiya, Nilay – Journal of Political Science Education, 2016
Professors of international relations are increasingly realizing that simulations can be a fun and effective way of teaching the complexities of the field to their students. One popular simulation that has emerged in recent years--the "Statecraft" simulation--is now used by more than 190 colleges and universities worldwide. Despite…
Descriptors: Foreign Policy, Student Attitudes, International Relations, College Faculty
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Eslami, Zohreh R.; Kung, Wan-Tsai – Language Learning Journal, 2016
The purpose of this study was to explore the occurrence of incidental focus-on-form and its effect on subsequent second language (L2) production of learners of different dyads in an online task-based language learning context. The participants included Taiwanese learners of English as a foreign language at different proficiency levels, and native…
Descriptors: Second Language Instruction, English (Second Language), Language Proficiency, Native Speakers
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Anderson, Sheri; Hsu, Yu-Chang; Kinney, Judy – Online Learning, 2016
Designing experiential learning activities requires an instructor to think about what they want the students to learn. Using importance-performance analysis can assist with the instructional design of the activities. This exploratory study used importance-performance analysis in an online introduction to criminology course. There is limited…
Descriptors: Instructional Design, Experiential Learning, Learning Activities, Online Courses
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Lotfi, Ghazal; Maftoon, Parviz; Birjandi, Parviz – Language Learning Journal, 2016
This study explored the impact of listening strategy training conducted within two strategy interventions on pre-intermediate and intermediate EFL learners' comprehension of unidirectional listening. Participants were divided into two experimental groups (n = 156) and a comparison group (n = 50). Each experimental group was trained in eight…
Descriptors: Listening, Intervention, Higher Education, English (Second Language)
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