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Showing 1 to 15 of 54 results Save | Export
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Wang, Yi-Hsuan – Educational Technology & Society, 2017
The purpose of the present study was to examine the effects of integrating a cloud-based cross-device interactive response system (CCIRS) on enhancing students' classical Chinese learning. The system is a cloud-based IRS system which provides instructors and learners with an environment in which to achieve immediate interactive learning and…
Descriptors: Internet, Information Storage, Audience Response Systems, Technology Uses in Education
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Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
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Lin, Chen-Yu; Wang, Tzu-Hua – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This research explored how different models of Web-based dynamic assessment in remedial teaching improved junior high school student learning achievement and their misconceptions about the topic of "Weather and Climate." This research adopted a quasi-experimental design. A total of 58 7th graders participated in this research.…
Descriptors: Program Implementation, Computer Assisted Testing, Student Evaluation, Evaluation Methods
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Lin, Yu-Tzu; Chang, Chia-Hu; Hou, Huei-Tse; Wu, Ke-Chou – Interactive Learning Environments, 2016
This study investigated the effectiveness of using Google Docs in collaborative concept mapping (CCM) by comparing it with a paper-and-pencil approach. A quasi-experimental study was conducted in a physics course. The control group drew concept maps using the paper-and-pencil method and face-to-face discussion, whereas the experimental group…
Descriptors: Internet, Search Engines, Concept Mapping, Cooperative Learning
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Tlhoaele, Malefyane; Suhre, Cor; Hofman, Adriaan – European Journal of Engineering Education, 2016
Cooperative learning may improve students' motivation, understanding of course concepts, and academic performance. This study therefore enhanced a cooperative, group-project learning technique with technology resources to determine whether doing so improved students' deep learning and performance. A sample of 118 engineering students, randomly…
Descriptors: Technology Uses in Education, Comprehension, Academic Achievement, Cooperative Learning
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Sahin, Semsettin M. S.; Baturay, Meltem Huri – E-Learning and Digital Media, 2016
The purpose of this research study is to investigate the effect of the 5E-learning model supported with WebQuest media on the achievement and satisfaction of students. Therefore, two groups of students were compared in an experimental research design model. The experimental group was exposed to the 5E-learning model supported with WebQuest media;…
Descriptors: Foreign Countries, Academic Achievement, Student Satisfaction, Comparative Analysis
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Bridgman, Kate; Onslow, Mark; O'Brian, Susan; Jones, Mark; Block, Susan – Journal of Speech, Language, and Hearing Research, 2016
Purpose: Webcam treatment is potentially useful for health care in cases of early stuttering in which clients are isolated from specialized treatment services for geographic and other reasons. The purpose of the present trial was to compare outcomes of clinic and webcam deliveries of the Lidcombe Program treatment (Packman et al., 2015) for early…
Descriptors: Stuttering, Clinics, Delivery Systems, Video Technology
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Borsay, Kyrie D.; Foss, Page – Journal of STEM Arts, Crafts, and Constructions, 2016
This study is an exploration of several lessons on sound taught to third grade students using one of the Next Generation Science Standards (3-5-ETS1) and arts integration. A counterbalanced, pretest- posttest- distal posttest design experiment was conducted to compare student knowledge and attitudes between the control and experimental conditions.…
Descriptors: Grade 3, Science Instruction, Elementary School Science, Pretests Posttests
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Nitchot, Athitaya; Gilbert, Lester – Electronic Journal of e-Learning, 2015
Web resources allow a learner to have more opportunities for study at any time and any place. It is still difficult, however, for learners to choose the right study materials to match their desired learning. A competence-based system for recommending study materials from the Web (COSREW) is proposed, based on the learner's competences. COSREW…
Descriptors: Internet, Instructional Materials, Competence, Electronic Learning
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Farajollahi, Mehran; Zandi, Bahman; Sarmadi, Mohamadreza; Keshavarz, Mohsen – Australian Educational Computing, 2015
In a Distance Education (DE) system, students must be equipped with seven skills of computer (ICDL) usage. This paper aims at investigating the effect of a DE system on the computer literacy of Master of Arts students at Tehran University. The design of this study is quasi-experimental. Pre-test and post-test were used in both control and…
Descriptors: Foreign Countries, Distance Education, Computer Literacy, Graduate Students
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Herrera, Jennifer; Kupczynski, Lori; Mundy, Marie-Anne – Research in Higher Education Journal, 2015
Bullying has been around for decades; however, with the advancements of new emerging technology and devices, the ability for bullying to transcend into the cyber-world is becoming an international issue. Researchers have been intently studying the effects associated with cyberbullying to gain a better understanding of its perpetrators, victims,…
Descriptors: Bullying, Student Attitudes, Teacher Attitudes, Computer Mediated Communication
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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
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Bebell, Damian; Clarkson, Apryl; Burraston, James – Journal of Information Technology Education: Innovations in Practice, 2014
Many parents, educators, and policy makers see great potential for leveraging tools like laptop computers, tablets, and smartphones in the classrooms of the world. Under budget constraints and shared access to equipment for students and teachers, the impacts have been irregular but hint at greater possibilities in 1:1 student computing settings.…
Descriptors: Grade 6, Educational Technology, Suburban Schools, Mixed Methods Research
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Admiraal, Wilfried; Huizenga, Jantina; Heemskerk, Irma; Kuiper, Els; Volman, Monique; ten Dam, Geert – International Journal of Inclusive Education, 2014
Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a quasi-experimental study with a secret-trail game,…
Descriptors: Gender Differences, Educational Games, Teaching Methods, Quasiexperimental Design
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Clarke, Theresa B.; Clarke, Irvine, III – Marketing Education Review, 2014
Despite an increase in ad spending and demand for employees with expertise in search engine optimization (SEO), methods for teaching this important marketing strategy have received little coverage in the literature. Using Bloom's cognitive goals hierarchy as a framework, this experiential assignment provides a process for educators who may be new…
Descriptors: Foreign Countries, Marketing, College Students, Internet
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