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Katherine A. LaFlamme – Discover Education, 2025
This study investigates how integrating Reddit into academic environments can enhance authentic learning experiences and strengthen information literacy skills. As a crowdsourced platform with diverse communities, Reddit provides access to a wide range of perspectives, hard-to-reach populations, and both qualitative and quantitative insights.…
Descriptors: Social Media, Authentic Learning, Information Literacy, Assignments
G. Mauricio Mejía; Yumeng Xie; Luca Simeone; Stephanie Tomlin – International Journal of Art & Design Education, 2025
As design becomes more oriented towards strategy, services and systems, design learning is no longer something apprentices can develop only with masters' input and critique. Further, the experimentation and reflection commonly occurring inside studio-based education is insufficient. Real-world or live projects offer an alternative to learning…
Descriptors: Design, Art Education, Strategic Planning, Skill Development
Cecilia Madero-Gonzalez; Jesus Vazquez-Hernandez; Fernando Gonzalez Aleu – Quality Assurance in Education: An International Perspective, 2025
Purpose: This study aims to examine the impact of gamification on the five dimensions of meaningful learning (i.e. cooperative, active, authentic, constructive and intentional learning) and undergraduate student performance taking online lessons. Design/methodology/approach: Therefore, the authors conducted an experiment among undergraduate…
Descriptors: Gamification, Undergraduate Students, Online Courses, Engineering Education
Diana Adela Martin; Gunter Bombaerts – European Journal of Engineering Education, 2025
Challenge Based Learning (CBL) is an educational approach that has gained popularity in response to the need for authentic learning environments. While the CBL literature is predominantly focused on cases of pedagogical implementations, the actual processes by which students develop CBL projects remain under-investigated. This shortitudinal study…
Descriptors: Student Projects, Active Learning, Difficulty Level, Student Behavior
Beth Archer-Kuhn; Natalie Beltrano; Juyan Wang; Sahar Esmaeili – Journal of Teaching in Social Work, 2025
This paper reflects the results from a 3-year quantitative study in higher education on inquiry-based learning (IBL). Utilizing primary data collection in a quasi-experimental survey, we examined the impact of IBL on six cohorts of undergraduate students. We aimed to answer our main research question: Can IBL be an effective pedagogy that helps…
Descriptors: Active Learning, Inquiry, Social Work, Skill Development
Sonia Gannar; Chiraz Kilani – Journal of Science Learning, 2025
This article investigates the impact of integrating authentic and contextualized activities into teaching on students' knowledge construction, grounded in social constructivism principles. The research focuses on applying the real-project approach within a "Mini-Project Workshop" module for third-year Information Systems Development…
Descriptors: Foreign Countries, Information Science Education, Information Systems, Constructivism (Learning)
Orna Levin; Rivi Frei-Landau; Heidi Flavian; Erez C. Miller – European Journal of Teacher Education, 2025
Clinical simulation is recognised as an authentic approach that relies on practice through simulations of real situations. The development of scenarios for evidence-based simulations is an important stage in planning simulations. Yet, in teacher education there is a paucity of research on the subject of simulation scenarios. The goal of the…
Descriptors: Inservice Teacher Education, Teacher Workshops, Computer Simulation, Electronic Libraries
Niklas Pramling; Ingrid Pramling Samuelsson – European Early Childhood Education Research Journal, 2025
This study presents the research that Pramling Samuelsson's keynote at the 32nd annual EECERA conference in Brighton 2024 drew upon. The study addresses an important but understudied feature of early childhood education and care for sustainability (ECECfS), namely engaging children in prospective or what-if thinking. Our reasoning is founded on…
Descriptors: Foreign Countries, Early Childhood Education, Reading Aloud to Others, Imagination
Paulina Haduong; Karen Brennan – Computer Science Education, 2025
Background and Context: Learning to create self-directed and personally authentic programming projects involves encountering challenges and learning to get unstuck. Objective: This article investigates how one U.S. fourth-grade classroom engaged in practices which emphasized community supports, in the context of the classroom's implementation and…
Descriptors: Grade 4, Computer Science Education, Instructional Design, Programming
Gavin Tierney; Carol Adams; Sarah Ward – Journal of Experimental Education, 2025
Project-Based Learning (PjBL) curricula offer unique opportunities for student engagement, yet they do not guarantee an engaging classroom. Furthermore, there has been little scholarly work on PjBL pedagogy that supports student engagement. This qualitative research study explores enactment of a PjBL Advanced Placement Physics 1 curriculum and the…
Descriptors: Active Learning, Student Projects, Learner Engagement, Classroom Environment