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Morin, Jennifer; Tamberelli, Frank; Buhagiar, Tarek – Journal of Education for Business, 2020
Many educators utilize simulations to create active learning environments suitable for learning outcome achievement and soft skill development, which are critical for student success in the workforce. However, many educators focus primarily on affective benefits of simulations, such as engagement and motivation, rather than cognitive impacts, such…
Descriptors: Undergraduate Students, Business Administration Education, Educational Games, Computer Games
Tito S. Sempértegui; Jennifer L. Bebergal; Brittanney J. Adelmann – Learning Assistance Review, 2022
Studies have demonstrated the positive impact of the Learning Assistant (LA) model on student learning across various disciplines, demographics, and course types. In order to investigate the effect of exposure to the LA program on student learning and success in a large Chemistry course, a pilot was launched in one of two sections of General…
Descriptors: Teaching Assistants, Chemistry, Undergraduate Study, Undergraduate Students
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Brown, Victoria; Lewis, David; Toussaint, Mario – Journal of the American Academy of Special Education Professionals, 2016
The multimedia elements of text and audio need to be carefully integrated together to maximize the impact of those elements for learning in a multimedia environment. Redundancy information presented through audio and visual channels can inhibit learning for individuals diagnosed with ADHD, who may experience challenges in the processing of…
Descriptors: Attention Deficit Hyperactivity Disorder, Symptoms (Individual Disorders), Teaching Methods, Multimedia Instruction
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Laverghetta, Antonio – College Student Journal, 2018
The purpose of this study was to determine if a significant relationship exists between measures of anti-intellectualism, classroom incivility, academic entitlement, and consumerist attitudes towards the concept of college life. A sample of college students completed an online survey that comprised these issues. The prediction was supported as…
Descriptors: Consumer Education, Correlation, Anti Intellectualism, Undergraduate Students
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Jones, Jennifer A. – Active Learning in Higher Education, 2019
Self-regulated learning assumes learners are active agents who can establish and make progress toward learning goals. Classroom activities can facilitate the emergence of self-regulated learning. One strategy to encourage self-regulated learning is to ask students to develop questions for a quiz or examination. The process of developing questions…
Descriptors: Active Learning, Metacognition, Learning Strategies, Class Activities
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McCarthy, Cheryl; Blake, Sally – SRATE Journal, 2017
The role of teachers in fostering creative processes in children is essential. However, high stakes instruction and teaching to the test inundates our current classrooms. This study explores the relationship between ACT/SAT scores and creativity among pre-service teachers. One hundred eighteen undergraduate students identified as Education majors…
Descriptors: Creativity, Preservice Teachers, Undergraduate Students, College Entrance Examinations
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Shea, Lauren; Bégin, Chantale; Osovitz, Christopher; Prevost, Luanna – Journal of College Science Teaching, 2020
Active-learning approaches have recently been broadly promoted on many campuses, but research is limited on how varying levels of interaction impact student success. The aim of this study was to compare student success between two sections of an introductory biology course that used classroom response systems (i.e., clickers), but were taught with…
Descriptors: Audience Response Systems, Class Size, Introductory Courses, Biology
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Wharton, Lindsey; Pritchard, Michael – Journal of Electronic Resources Librarianship, 2020
As Florida State University transitioned to Canvas in 2017, the Distance Library Services team planned and implemented Springshare LTI, subject-specific Library Tools within the Learning Management System. These tools present invaluable teaching and learning opportunities for the libraries within digital classrooms and offer options for connecting…
Descriptors: Academic Libraries, State Universities, Library Services, Integrated Learning Systems
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Oh, Hyunjoo; Polidan, Mary – Journal of Marketing Education, 2018
The retail industry is undergoing a significant transformation. Factors such as technological advancement and evolving consumer demands have forced companies to rethink their traditional approaches to retail. Retailers have since embraced data-driven strategies with real-time implementation to stay relevant in this complex, ever-changing industry.…
Descriptors: Retailing, Experiential Learning, Outcomes of Education, Critical Thinking
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Dziuban, Charles D.; Moskal, Patsy D.; Cassisi, Jeffrey; Fawcett, Alexis – Online Learning, 2016
This paper presents the results of a pilot study investigating the use of the Realizeit adaptive learning platform to deliver a fully online General Psychology course across two semesters. Through mutual cooperation, UCF and vendor (CCKF) researchers examined students' affective, behavioral, and cognitive reactions to the system. Student survey…
Descriptors: Psychology, Online Courses, Affective Behavior, Student Surveys
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White, Holly A.; Highfill, Lauren E. – Teaching of Psychology, 2019
The present study piloted a cognitive exercise program in a college classroom to enhance learning of lecture material. Undergraduate students enrolled in introductory psychology (N = 68) completed variations of letter-number cancelation tasks with spoken instructions in 5-min sessions prior to lecture during four nonconsecutive class periods.…
Descriptors: Introductory Courses, Lecture Method, Feedback (Response), Program Descriptions
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Barclay, Paul A.; Bowers, Clint – International Journal of Game-Based Learning, 2018
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…
Descriptors: Educational Games, Video Games, Learner Engagement, Outcomes of Education
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Durán, Lillian K.; López, Lisa M.; Wackerle-Hollman, Alisha K.; Miranda, Alejandra; Sawyer, Brooke; Hammer, Carol Scheffner – Bilingual Research Journal, 2023
The Language Interaction Snapshot (LISn; Sprachman et al., 2009) was used to measure the quantity and quality of language interactions in English and Spanish in 143 preschool classrooms serving Spanish-speaking dual language learners. Both teachers (n = 112) and assistant teachers (n = 92) were included in analyses with a total of 461…
Descriptors: Language Usage, Second Language Learning, Preschool Children, Preschool Education
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Clark, Renee; Kaw, Autar; Lou, Yingyan; Scott, Andrew; Besterfield-Sacre, Mary – International Journal for the Scholarship of Teaching and Learning, 2018
With the literature calling for comparisons among technology-enhanced or active-learning pedagogies, a blended versus flipped instructional comparison was made for numerical methods coursework using three engineering schools with diverse student demographics. This study contributes to needed comparisons of enhanced instructional approaches in STEM…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Engineering Education
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Lima, Jonathan M.; Ivy, Sarah E. – Journal of Visual Impairment & Blindness, 2017
This article describes and evaluates a technological approach to support a preservice teacher of visually impaired students with extremely low vision to conduct essential assessments for a learner with multiple disabilities and visual impairment with limited distraction to the child and classroom. The selected technology discussed here was…
Descriptors: Preservice Teachers, Specialists, Visual Impairments, Observation
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