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Mason, Lucia; Zaccoletti, Sonia; Scrimin, Sara; Tornatora, Maria Caterina; Florit, Elena; Goetz, Thomas – Journal of Computer Assisted Learning, 2020
This study investigated the contribution of both physiological and behavioural process data to the comprehension of conflicting digital texts. We measured skin conductance level (SCL) as an index of arousal and the first-pass and look-back fixation times as indices of visual behaviour while reading. Forty-eight seventh graders read four webpages…
Descriptors: Reading Comprehension, Electronic Publishing, Eye Movements, Middle School Students
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Rosedale, Naomi Alexandra; Jesson, Rebecca Ngaire; McNaughton, Stuart – International Journal of Mobile and Blended Learning, 2021
Mathematics classrooms have a long history of what has been termed 'unidimensional' character: a proclivity for student practice routines and teachers as experts and keepers of knowledge. This study investigates affordances of student-created digital learning objects (SC-DLOs) as transformative, design-for-learning practices in the hands of…
Descriptors: Mathematics Instruction, Resource Units, Educational Technology, Technology Uses in Education
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Nissinen, Saara; Vartiainen, Henriikka; Vanninen, Petteri; Pöllänen, Sinikka – International Journal of Information and Learning Technology, 2019
Purpose: The digital age has provided new possibilities for the connected learning. To better understand these opportunities in the school context, the purpose of this paper is to examine what kinds of learning communities emerge in international learning projects and how tools and technologies support students' inquiries and peer connections.…
Descriptors: Cooperative Learning, Global Approach, Student Projects, Foreign Countries
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Becker, Ryan; Bishop, Penny – Middle School Journal, 2016
This article examines the use of Twitter as a learning tool in a middle grades science classroom. Relevant research, the direct experience of the teacher leading this unique initiative, and the invaluable perspectives of his middle level students are included to inform interested stakeholders. Following a discussion of open versus closed digital…
Descriptors: Computer Mediated Communication, Social Networks, Electronic Publishing, Web Sites
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Huang, Shu-Hsien; Huang, Yueh-Min; Wu, Ting-Ting; Chen, Hong-Ren; Chang, Shih-Ming – Interactive Learning Environments, 2016
Problem-based learning (PBL) is regarded as an effective learning strategy to enhance cognition not only in traditional learning but also in e-learning. In e-learning settings, blogs and micro-blogs can plausibly provide a platform to conduct PBL. Recently, most studies on blogs and micro-blogs have respectively probed satisfaction and learning…
Descriptors: Problem Based Learning, Instructional Effectiveness, Grade 7, Academic Achievement
Dretzke, Beverly J.; Yap, Shannen – Center for Applied Research and Educational Improvement, 2015
Transforming Education Through the Arts and Media (TEAM) is an arts integration program based on the concept of the 21st century transliterate learner who acquires knowledge and interacts across a range of tools, platforms, and media. Over a period of four years, TEAM was implemented in seventh- and eighth-grade classrooms by the Center for…
Descriptors: Higher Education, Art Education, Interdisciplinary Approach, Program Effectiveness
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Kronholz, June – Education Next, 2012
This article features Khan Academy which offers an online math program and short video lectures embedded in the "module", or math concept, that fit students' goals. By now, more than 1 million people have watched the online video in which Salman Khan--a charming MIT math whiz, Harvard Business School graduate, and former Boston hedge-fund…
Descriptors: Video Technology, Feedback (Response), Charter Schools, Test Results
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Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2014
For the thirty-seventh year, the Research and Theory Division and the Division of Instructional Design of the Association for Educational Communications and Technology (AECT) sponsored the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. This year's Proceedings…
Descriptors: Educational Technology, Technology Uses in Education, Foreign Countries, Visualization