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Xue Zhou; Lilian Schofield – Journal of Learning Development in Higher Education, 2024
This paper proposes a conceptual framework for integrating Artificial Intelligence (AI) into the curriculum. It builds on previous conceptual papers, which provided initial suggestions on integrating AI into teaching. The approach to developing the conceptual framework includes drawing on existing frameworks, AI literature, and case studies from…
Descriptors: Artificial Intelligence, Technological Literacy, Technology Integration, Curriculum Development
Klein, Nicole; Beach, Pamela – Journal of Physical Education, Recreation & Dance, 2023
This article will provide a guide for physical educators to implementing play-based learning within their curriculum, including how play-based learning can be implemented, how to create a conducive environment that allows for play-based learning, and examples of activities that involve play-based learning.
Descriptors: Play, Teaching Methods, Elementary Education, Physical Education
Grosser-Clarkson, Dana L.; Hung, Joanna S. – Mathematics Teacher Educator, 2023
This Perspectives on Practice manuscript focuses on an innovation associated with "Engaging Teachers in the Powerful Combination of Mathematical Modeling and Social Justice: The Flint Water Task" from Volume 7, Issue 2 of "MTE". The Flint Water Task has shown great promise in achieving the dual goals of exploring mathematical…
Descriptors: Learning Activities, Mathematical Models, Social Justice, Teaching Methods
Mohammad Ali Heidari-Shahreza – Australian Journal of Environmental Education, 2023
This article strives to open a window on 'eco-humour', an umbrella term for diverse forms of humour targeting ecological and environmental issues. It encourages readers to consider eco-humour as a valuable, pedagogical toolkit for environmental education and communication. To this aim, eco-humour is, first, put into perspective of humour…
Descriptors: Environmental Education, Teaching Methods, Humor, Foreign Countries
Kurt D. Squire – International Journal of Designs for Learning, 2021
At Play in the Cosmos is a game for University-level Astronomy courses. Designed as a collaboration between the Games + Learning + Society Center, an academic center at the University of Wisconsin-Madison, and Norton & Company, Cosmos is intended to support a "game-first" model of curriculum in which students play the game before…
Descriptors: Astronomy, Game Based Learning, Learning Activities, Design
April Toadvine – College Teaching, 2024
In this adaptable activity, students add research about other regions and cultures to the traditional role-play. Students are given a character, research the lives of people in the area and the issues affecting them, and then develop their ideas about what that character might think about those issues. Giving them the chance to research and learn…
Descriptors: Cultural Awareness, Interpersonal Competence, Learning Activities, Role Playing
V. Kumar; Bharath Rajan; Vivek Garg – Journal of Marketing Education, 2025
The perseverance and agility to be transformative marketing educators have been identified to be critical for the future of marketing education. In developing this observation further, this study conceptualizes the transformative marketing education (TME) concept and defines it. Furthermore, adopting a management educational institution…
Descriptors: Marketing, Business Education, Transformative Learning, Teaching Methods
Ji, Weiwei; Muljana, Pauline Salim; Romero-Hall, Enilda – College Teaching, 2022
We propose a set of guidelines called the Three-Tier Design Process (TTDP), providing a pathway for faculty and other higher-education professionals who intend to design and develop a course in a Learning Management System and to promote learner-centered experiences. This paper includes detailed discussion about each tier of the TTDP, its…
Descriptors: Curriculum Development, Curriculum Design, Integrated Learning Systems, Electronic Learning
Morgan, Scott; Randle, Atilla; Coombs, Rachel; Yhnell, Emma – Journal of STEM Outreach, 2020
We describe the design, creation, and preliminary evaluation of a hands-on interactive game, "Giant Genes," which was developed to explain the concept of genetics and the central dogma of gene expression to audiences at Cardiff University's Brain Games. The Giant Genes game is a modified version of the traditional game "Jenga."…
Descriptors: Game Based Learning, Curriculum Development, Learner Engagement, Genetics
Estacio Pereira; Sumaya Nsair; Leticia Radin Pereira; Kimberley Grant – International Journal of Educational Technology in Higher Education, 2024
Constructive alignment is a learning design approach that emphasizes the direct alignment of the intended learning outcomes, instructional strategies, learning activities, and assessment methods to ensure students are engaged in a meaningful learning experience. This pedagogical approach provides clarity and coherence, aiding students in…
Descriptors: Course Content, Curriculum Development, Instructional Design, Alignment (Education)
Mackey, Thomas Patrick; Aird, Sheila Marie – Open Praxis, 2021
This paper explores the redesign of a course in "Digital Storytelling" that integrates metaliteracy to advance Collaborative Online International Learning (COIL). Students from the United States and Prague, Czech Republic are active participants in this fully online global course as they learn to produce digital stories. The metaliteracy…
Descriptors: Information Literacy, Curriculum Development, Cooperative Learning, Electronic Learning
Radloff, Jeffrey; Capobianco, Brenda; Weller, Jessica; Rebello, Sanjay; Eichinger, David; Erk, Kendra – Journal of College Science Teaching, 2022
Recent science reform advocates for the inclusion of engineering design to teach science and represents a shift to so-called three-dimensional (3D) learning. This shift often requires science instructors to adapt their current curriculum to integrate 3D learning. To support this shift, the current study illustrates the collaborative development…
Descriptors: Alignment (Education), Science Curriculum, College Curriculum, Teaching Methods
Cameron Guthrie – Decision Sciences Journal of Innovative Education, 2024
Business schools have a responsibility for educating global citizens capable of understanding and addressing the major societal challenges of the 21st century. However, working on complex societal problems within business school curricula remains a challenge. This teaching brief presents a learning project that helps instructors introduce…
Descriptors: Sustainable Development, Business Schools, Experiential Learning, News Media
Clark, Joëlle; Bloom, Nena; Rubino-Hare, Lori; Barnes, Courtney; Ryan, Sean – Afterschool Matters, 2021
Flexibility, opportunities for exploration, and a focus on 21st century skills make out-of-school time (OST) programs an ideal environment for authentic learning in science, technology, engineering, and mathematics (STEM; Committee on STEM Education, 2013; Noam & Shah, 2014). In addition, because OST programs serve significant populations of…
Descriptors: Faculty Development, Needs, STEM Education, Learner Engagement
Torrisi-Steele, Geraldine – International Journal of Adult Education and Technology, 2020
Design thinking is gaining momentum across the many fields of human endeavour, including education. Its use in education is predominantly to shape learning activities undertaken by students with the aim of nurturing the growth of desirable 21st century capabilities in students. There is relatively less attention given to the application of design…
Descriptors: Teaching Methods, Student Centered Learning, Instructional Design, Thinking Skills