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Drake, Susan M.; Reid, Joanne L. – Brock Education: A Journal of Educational Research and Practice, 2020
Globally, nations are grappling with massive social and economic disruptions and the disparities exposed by the COVID-19 pandemic. The world is in the middle of a wicked problem--one so complex that it is difficult to find a solution. The "Story Model" was developed as a transdisciplinary curriculum model and a collaborative…
Descriptors: Educational Change, COVID-19, Pandemics, Models
Russo, James – Australian Primary Mathematics Classroom, 2020
In this article, the author describes how to help develop students' conceptual understanding of fractions through the tactical card-based game Nearest to One. Nearest to One promotes number-sense based strategies for comparing fractions, such as benchmarking (e.g., Is the fraction greater or less than one-half?) and building to the next whole,…
Descriptors: Mathematics Education, Elementary School Mathematics, Elementary School Students, Mathematics Skills
Vergne, Matthew J.; Smith, J. Dominic; Bowen, Ryan S. – Journal of Chemical Education, 2020
An online virtual escape-room game was created using the Google Forms survey app for an undergraduate chemistry lab class. Zoom video conferencing service was used to make the activity a collaborative learning experience. The theme was an escape from an abandoned chocolate factory, and the students solved problems to move to the next section or…
Descriptors: Undergraduate Students, College Science, Chemistry, Distance Education
Ruder, Suzanne M.; Stanford, Courtney – Journal of Chemical Education, 2020
Active learning environments are ideal settings to help students develop process skills such as teamwork, critical thinking, and problem solving. However, implementing active learning pedagogies where students have the opportunity to develop these skills can be challenging in large enrollment courses. With the assistance of undergraduate teaching…
Descriptors: Undergraduate Students, Teaching Assistants, Skill Development, Large Group Instruction
Chitpin, Stephanie – International Journal of Educational Management, 2020
Purpose: The purpose of this paper is to know the extent to which a decision-making framework assists in providing holistic, comprehensive descriptions of strategies used by school leaders engaging with distributed leadership practices. The process by which principals and other education leaders interact various school-based actors to arrive at a…
Descriptors: Participative Decision Making, Power Structure, Educational Strategies, Principals
Booth, Annie L.; Aben, Kyle; Otter, Barbara; Corrigall, Todd; Ray, Christie; Earley, Sinead – Action Learning: Research and Practice, 2020
We discuss an innovative action-learning course co-developed by the University of Northern British Columbia, the Prince George Chamber of Commerce (Canada) and local businesses. The Carbon and Energy Management course is an undergraduate/graduate course initiated by the Chamber to address an interest in climate change amongst local…
Descriptors: Experiential Learning, Problem Solving, Climate, Change
Rosen, David J. – Adult Literacy Education, 2020
In the technology solutions column of this special issue of Adult Literacy Education, that focuses on Broadening the Lens on Adult Literacy Education Outcomes, the author wants to challenge the field to expand the view of digital literacy. Of course, basic digital literacy skills must be included, but the field needs to look beyond to the digital…
Descriptors: Adult Students, 21st Century Skills, Technological Literacy, Adult Basic Education
Waite, Chelsea – Childhood Education, 2020
While project-based learning can be traced back to centuries-old theory, new research shows how it is linked to a variety of efforts for change in innovative schools.
Descriptors: Student Projects, Teaching Methods, Educational Innovation, Problem Solving
Koelling, Glenn; Russo, Alyssa – Public Services Quarterly, 2020
The Mystery Room is an educational escape room based on information literacy and applied to multiple audiences, including first-year students and library student employees. In this article, we explain how we developed the game, its theoretical underpinnings, and why it's a flexible workshop for a variety of audiences.
Descriptors: Information Literacy, Library Instruction, Educational Games, Problem Solving
Pendrill, Ann-Marie – Physics Education, 2020
Students often use incoherent strategies in their problem solving involving force and motion, as revealed, e.g. when they are asked to draw force diagrams for amusement rides involving circular motion, whether in horizontal or vertical planes. Depending on the questions asked, assignments involving circular motion can reveal different types of…
Descriptors: Science Instruction, Physics, Motion, Scientific Concepts
Moses, Lindsey; Rylak, Danielle; Reader, Tanya; Hertz, Christine; Ogden, Meridith – Theory Into Practice, 2020
The literature on student agency is missing the voice and perspectives of teachers. Although theoretical and empirical research aims to explore student agency by observing and documenting the structures and supports involved in fostering agency, the field knows little of what student agency means to teachers who currently teach and who have…
Descriptors: Student Empowerment, Personal Autonomy, Teacher Attitudes, Teacher Student Relationship
Montoro, Miriam Agreda; Ortiz Colón, Ana Mª; Rodríguez Moreno, Javier – International Association for Development of the Information Society, 2020
This work presents an educational innovation performed during the academic year 2018/2019, consisting in some escape room activities with the students of the Social Education and the Infant Education degrees from the University of Jaén. This kind of activity have maintained, for many years, certain popularity within the educational field,…
Descriptors: Technological Literacy, Game Based Learning, Cooperative Learning, Problem Solving
Amy Noelle Parks – Mathematics Teacher: Learning and Teaching PK-12, 2020
Children experience joy in well-designed mathematics classrooms. This article describes five research-based practices for bringing joy into PreK-Grade 2 math lessons.
Descriptors: Mathematics Instruction, Early Childhood Education, Psychological Patterns, Play
Jonathan Brown; Erin Turner; Delia Sotelo Fierros – Mathematics Teacher: Learning and Teaching PK-12, 2025
Mathematical modeling involves using mathematics to represent, analyze, and make predictions or decisions about real- world situations. Garfunkel and Montgomery (2016) elaborate on six components of the mathematical modeling process, including identifying the problem, making assumptions and identifying variables, doing the math, analyzing and…
Descriptors: Mathematical Models, Mathematics Instruction, Teaching Methods, Problem Solving
Sümmermann, Moritz L. – International Journal for Technology in Mathematics Education, 2019
Ariadne is a touch-based program for the learning of homotopies of paths, without the use of formalism, by building mental models. Using Ariadne, the user can construct points, paths by dragging points and homotopies by dragging paths as well as compute winding numbers of paths, all on a variety of surfaces, through touch gestures. Ariadne…
Descriptors: Mathematics Instruction, Computer Software, Teaching Methods, Problem Solving

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