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Chang, Chiung-Sui; Chung, Chih-Hung; Chang, Julio Areck – Educational Technology Research and Development, 2020
Gaming is a part of today's society, especially for younger generations. Therefore, game-based approaches are unsurprisingly used for learning achievement. In this study, a game-based learning courseware was implemented using a problem-based strategy. For this purpose, a game known as 'Programmer Adventure Land' was designed and developed. A group…
Descriptors: Problem Based Learning, Game Based Learning, Computer Science Education, Programming
Gündüz, Abdullah Yasin; Alemdag, Ecenaz; Yasar, Sevil; Erdem, Mukaddes – Turkish Online Journal of Educational Technology - TOJET, 2016
Problem-based learning approach presents several advantages such as improving students' engagement in learning and fostering their higher-order thinking skills. Although there is a plethora of research regarding implementation of problem-based learning in classrooms, its design and application process for web-based environments need further…
Descriptors: Educational Environment, Problem Based Learning, Online Courses, Computer System Design
Carroll, John M.; Jiang, Hao; Borge, Marcela – Education and Information Technologies, 2015
Teams of students in an upper-division undergraduate Usability Engineering course used a collaborative environment to carry out a series of three distributed collaborative homework assignments. Assignments were case-based analyses structured using a jigsaw design; students were provided a collaborative software environment and introduced to a…
Descriptors: Problem Based Learning, Homework, Cooperative Learning, Usability
Wijtmans, Maikel; van Rens, Lisette; van Muijlwijk-Koezen, Jacqueline E. – Journal of Chemical Education, 2014
Interactive teaching with larger groups of students can be a challenge, but the use of mobile electronic devices by students (smartphones, tablets, laptops) can be used to improve classroom interaction. We have examined several types of tasks that can be electronically enacted in classes and practical courses using these devices: multiple choice…
Descriptors: Student Interests, Student Participation, Lecture Method, Handheld Devices
Calonge, David Santandreu; Grando, Danilla – Health Education Journal, 2013
Objective: To develop a totally online reality-based course that engages students and enables the development of enhanced teamwork and report-writing skills. Setting: Outbreaks of infectious diseases impacts upon commerce, trade and tourism as well as placing strains on healthcare systems. A general course introducing university students to…
Descriptors: Public Health, Epidemiology, Introductory Courses, College Students
Ma, Angela Kit Fong; O'Toole, John Mitchell – Australasian Journal of Educational Technology, 2013
The study described in this paper investigated how the major stakeholders of a teacher education institution responded to a particular suite of educational products that involved video-based educational learning objects. It aims to look into stakeholder attitudes to potential technological development in fostering student-centred learning in…
Descriptors: Teacher Education Programs, Foreign Countries, Problem Based Learning, Stakeholders
Marsh, George E., II; McFadden, Anna C.; Price, Barrie Jo – Online Journal of Distance Learning Administration, 2003
This article provides a discussion of issues confronting institutions of higher education in their efforts to reduce costs and improve the quality of instruction for large classes. Blended learning is described with examples of technology applications referenced to existing courses at various universities. A discussion of cost reduction strategies…
Descriptors: Blended Learning, Educational Technology, Higher Education, Large Group Instruction