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Showing 1 to 15 of 71 results Save | Export
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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
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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
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Jason D. McKibben; Garrett T. Hancock; Christopher A. Clemons; Tim H. Murphy – Journal of Agricultural Education, 2024
Researchers have reported that participation in agricultural education reinforces STEM concepts. The use of projects is common in agricultural education. However, the foundational understanding of certain tenets of project use is not clear. A quasi-experimental study was conducted to test the effects of project authenticity on learning. AFNR…
Descriptors: Agricultural Education, Agricultural Skills, Agriculture Teachers, STEM Education
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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
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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)
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Qi, Chunxia; Lai, Mun Yee; Liu, Lizhe; Zuo, Siyu; Liang, Haili; Li, Ruisi – International Journal for Lesson and Learning Studies, 2023
Purpose: This study explored how teachers change, what teachers learn and how they learn during the implementation of project-based learning through lesson study. Design/methodology/approach: In this study, three university researchers, one doctoral student and six mathematics school teachers formed a lesson study team. Using a qualitative…
Descriptors: Student Projects, Active Learning, College Faculty, Faculty Development
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Steven L. Rogers; Adam J. Jeffery; Jamie K. Pringle; Antonia C. Law; Alexandre Nobajas; Katie Szkornik; Angela C. Turner; Adam Moolna; Ben Davenward; Luke Hobson – Journal of Learning Development in Higher Education, 2023
Living Labs provide stakeholders with authentic and spontaneous environments in which innovations and technologies can be developed. This paper highlights the use of Living Labs as an educational teaching and learning environment. We give four current examples of practice and present a conceptual framework for pedagogic design and development of…
Descriptors: Experiential Learning, Authentic Learning, Learning Laboratories, Foreign Countries
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Shonn Cheng; Hsuan-Pu Chang; Sheng-Shiang Tseng – European Journal of Psychology of Education, 2024
The goal of the present study was to explore the relations among perceived psychosocial learning environments, instructional modality, motivation, self-regulated learning, and academic achievement in blended computer science education. The participants were 207 undergraduate students enrolled in a blended online and face-to-face design course. We…
Descriptors: Undergraduate Students, Computer Science Education, Blended Learning, Student Motivation
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McEwan, Michael P.; Pate, Amanda C. Geary; Wilder-Davis, Kimberly – Journal of University Teaching and Learning Practice, 2023
Academic developers work with colleagues from every discipline to facilitate learning about teaching, learning and assessment. Boud and Brew (2013) called for academic development to be significantly 'closer to everyday practice' while also recognising development involves extending notions of what 'practice' is. Moreover, Loads and Campbell…
Descriptors: Educational Development, Curriculum Design, Authentic Learning, Interdisciplinary Approach
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Jones, Jabari C.; Washko, Susan – Journal of Geoscience Education, 2022
Field experiences are a fundamental and well-loved tool for teaching in the natural sciences. However, a number of concerns threaten continued incorporation of field experiences into courses, including increased class sizes, strained finances, legal liability, accessibility concerns, and the effects of COVID-19. Because of these barriers, it is…
Descriptors: Higher Education, Field Trips, Academic Achievement, Active Learning
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Echiburu, Mauricio; Hernández, Carla; Pino, Miguel – Physics Education, 2023
Teaching physics in real-life contexts continues to be a challenge for teachers at different educational levels. In this article, three context-rich problems are proposed to be implemented in the classroom for higher education, using the explosion that occurred in Beirut as a case study. These problems require the search and analysis of real data,…
Descriptors: Higher Education, Physics, Science Instruction, Authentic Learning
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Theelen, Hanneke; van Breukelen, Dave H. J. – Journal of Computer Assisted Learning, 2022
Background: Since about 2010 e-learning has been embedded in educational practice and has become, surely due to the COVID-19 pandemic, increasingly important. Objectives: Although much has been written about e-learning, little is known about crucial didactic and pedagogical design principles for e-learning. This review tried to fill that gap.…
Descriptors: Instructional Design, Electronic Learning, Higher Education, COVID-19
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Ananda Kumar, A. – Shanlax International Journal of Education, 2023
Learning occupies a very important place in our life. Learning provides a key to the structure of our personality and behaviour. It occurs through listening, reading, observation and experiences. Meaningful learning involves continuous construction of new knowledge and interpretations with previous knowledge. In teacher education programme…
Descriptors: Undergraduate Students, Preservice Teachers, Gender Differences, Rural Urban Differences
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Maha Zewail-Foote; Marti´n Gonzalez – Journal of Chemical Education, 2023
In an effort to improve student learning, authentic research experiences have been incorporated into introductory laboratory courses as a means to teach students scientific inquiry and engage them in the scientific process. Here, we describe the development and implementation of a novel undergraduate research-based laboratory course for first-year…
Descriptors: Laboratory Experiments, Peer Relationship, Learning Experience, Introductory Courses
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Iraya Yánez-Pérez; Radu Bogdan Toma; Jesús Ángel Meneses-Villagrá – Journal of New Approaches in Educational Research, 2024
Virtual laboratories and simulations have emerged as innovative solutions for science teaching. However, existing resources have various limitations and constraints including cognitive load/mental burden and limited coverage of all necessary steps in scientific inquiry, focusing mainly on the experimental simulation. To bridge this gap and address…
Descriptors: Preservice Teachers, Student Attitudes, Computer Software, Handheld Devices
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