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Altay, Figen; Bozkurt, Kevser – Journal of Education and Training Studies, 2017
The purpose of this study was to investigate the difference between evaluations of the educational game materials and poster practices by students' own peers and by expert educators using the rubrics created by expert educators and students together. Study included 10 students and 3 educators attended educational game materials course. Students…
Descriptors: Educational Games, Equipment, Visual Aids, Peer Evaluation
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Tsao, Ariel; Park, Sang E. – Journal of Education and Training Studies, 2016
The purpose of the pilot study was to investigate whether an interactive online module improved third-year dental students' radiographic caries diagnosis abilities and conceptual understanding. Third year dental students were given online tutoring modules and assessed afterward to determine whether their diagnostic skills improved, whether they…
Descriptors: Electronic Learning, Clinical Diagnosis, Dental Health, Dental Evaluation
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Elaldi, Senel – Journal of Education and Training Studies, 2016
This study aimed to determine the effect of mastery learning model supported with reflective thinking activities on the fifth grade medical students' academic achievement. Mixed methods approach was applied in two samples (n = 64 and n = 6). Quantitative part of the study was based on a pre-test-post-test control group design with an experiment…
Descriptors: Foreign Countries, Mastery Learning, Models, Reflection
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Zhang, Tingran; Luo, Jiong – Journal of Education and Training Studies, 2015
The purpose of this study was to investigate the exercise intensity and the physical fitness effect of shuttlecock playing. 18 normal body weight college students voluntarily participated in this study. They were randomly assigned to shuttlecock playing (SCP) and control groups. The SCP underwent a 15-week shuttlecock-playing program, but the…
Descriptors: College Students, Physical Fitness, Racquet Sports, Exercise
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Nguyen, Tung Nhu – Journal of Education and Training Studies, 2015
Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…
Descriptors: Educational Games, Student Motivation, Technology Uses in Education, Computer Simulation