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Vernon, Zachary; Paz, Analee – International Journal of Art & Design Education, 2023
This article introduces a pedagogical approach in design education referenced as creative authenticity. Creative authenticity is defined as an ongoing process of learning to create through intrinsically motivated, self-aware and self-affirming actions and rationales. The concept is grounded in Constructivist learning theory, Postmodernist views of…
Descriptors: Creativity, Design, Teaching Methods, Constructivism (Learning)
Cohen, Etan; Ben-Zvi, Dani; Hod, Yotam – International Journal of Computer-Supported Collaborative Learning, 2023
In this article we discuss some of the ethical dimensions of design-based research, which we believe should feature more prominently in CSCL scholarship. We begin by sketching out why it is important for CSCL researchers to articulate their visions of the good and how this can be accomplished in a systematic way. We then outline how ethical…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Ethics, Design
Pascale F. Engelmajer; Massimo A. Rondolino – Honors in Practice, 2024
What do students hear when we talk of mindfulness? To reframe unexamined assumptions among students who conceptualize both mindfulness and honors education as "doing more" (more exercises to gain psychological benefits and more work to gain higher GPAs), the authors of this paper piloted a new course in philosophy and religious studies.…
Descriptors: Honors Curriculum, Cooperative Learning, Team Teaching, Metacognition
Marissa L. Gray; Celinda M. Kofron – Biomedical Engineering Education, 2024
We have implemented a jigsaw framework in our biomedical engineering capstone design course by overlaying strategic consideration groups across our design teams. Collaboration in design courses is usually focused within a design team with some peer feedback, but opportunities to work across teams are often limited. The purpose of this teaching tip…
Descriptors: Biomedicine, Design, Cooperative Learning, Engineering Education
Vlad Glaveanu; Penny Hay; Hannah McDowall; Tom Doust; Shannon Welles; Goldie Chaudhuri; Anne Pender; Mairéad Hurley – International Journal of Art & Design Education, 2025
Ecologies of collective imagination involve creating and sharing imagination practice. This modest piece of research engaged 10 artists, environmentalists, and educators to think together about how nature can be a source and a driver of the imagination and sense of possibility for individuals and communities. Together we focused on the concept of…
Descriptors: Ecology, Cooperative Learning, Imagination, Creative Thinking
Siem Buseyne; Chaja Libot; Tim Van Lier; Annelies Raes – International Journal of Designs for Learning, 2024
Every teacher aspires to create the ideal lesson! You want to convey the knowledge and skills in the best possible way while also keeping learners motivated. In our design case, we focus on the complex skill of collaborative problem-solving (CPS). In today's complex world, the acquisition of CPS competencies is considered an important learning…
Descriptors: Cooperative Learning, Story Telling, Problem Solving, Children
Marguet, Natalie; Wilson, Hannah – Action Learning: Research and Practice, 2021
Action learning is seen under many guises, being adapted into different contexts (Marsick and O'Neil [1999. "The Many Faces of Action Learning." "Management Learning" 30 (2): 159-176.]). This is especially true in higher education, due to the divergent requirements and challenges of multiple action learning programmes and…
Descriptors: Active Learning, Instructional Design, Business Schools, Foreign Countries
Owen Gottlieb; Ian Schreiber – International Journal of Designs for Learning, 2020
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on…
Descriptors: Game Based Learning, Educational Games, History Instruction, Design
Jung, Jiyoon; Mercier, Emma – Educational Technology Research and Development, 2023
In response to the criticism that theory-driven researcher-developed learning tools lack scalability and sustainability in the real world, the design-based implementation research (DBIR) approach was proposed. However, few empirical studies actually describe what a DBIR study looks like and how it can inform readers about learning tool design. We…
Descriptors: Engineering Education, Educational Research, Program Implementation, Interdisciplinary Approach
Frederick R. Missel; Jeremy V. Ernst; Daniel P. Kelly; Erik Schettig; Aaron C. Clark – Technology and Engineering Teacher, 2023
For students to gain the most out of education, they need to form long-term memories from experiences gained through active learning. The greatest distinction between active learning and traditional approaches involves the types of tasks and problems the students are challenged to solve. Active learning activities should be structured with student…
Descriptors: Active Learning, Engineering Education, Computer Graphics, Design
Stroud, Mark – Journal of Education for Business, 2023
The purpose of this article is to provide guidance for instructors who wish to develop a course associated with student participation in the College Fed Challenge (CFC), an academic competition designed to test students' knowledge of current economic events and monetary policy. We eschew a lecture-only methodology and use small-group and…
Descriptors: Current Events, Economics, Monetary Systems, Cooperative Learning
Mia Carapina; Klaudio Pap – International Association for Development of the Information Society, 2024
This paper introduces CoCo, a system designed to support and encourage collaborative learning among colocated students sharing a single mobile device. It provides teachers with the possibility to create digital lessons, configure parameters for collaborative activities such as the number of students and tablets, and monitor students' progress. On…
Descriptors: Cooperative Learning, Handheld Devices, Teaching Methods, Learning Management Systems
Huber, Elaine; Lê, Ngoc Chi; Nguyen, Thi-Huyen; Wall, Tony – Higher Education, Skills and Work-based Learning, 2023
Purpose: Digital technologies can enable engagement online as well as in physical infrastructures like large lecture theatres. Avoiding a tech-first approach to curriculum design, this article reviews a key resource for the use of a pedagogy-first, co-design approach in a specific instance of developing curriculum for connected learning at scale.…
Descriptors: Educational Technology, Blended Learning, Cooperative Learning, Design
Ron Nash – Rowman & Littlefield Publishers, 2024
Having observed and coached in hundreds of K-12 classrooms since 1994, Ron Nash has come to a few conclusions about what makes teachers tick and classrooms click. The best teachers attend to those seemingly little things that cost nothing, even as they create classroom climates where students can't wait to walk through the door every day. The big…
Descriptors: Teacher Effectiveness, Classroom Design, Classroom Environment, Classroom Techniques
McLaughlan, Rebecca; Pert, Alan; Lodge, Jason M. – International Journal of Art & Design Education, 2021
Balancing the competing demands of research and teaching has long been lamented by academics. The challenges associated with Covid-19 will make this increasingly difficult. An integrated approach to research and teaching, where students are directly engaged in the production of research, may provide a useful strategy to support ongoing research…
Descriptors: Design, Authentic Learning, Interdisciplinary Approach, Student Research