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Matúš Brziak; Kamila Urban – Review of Education, 2025
Research on Self-regulated Learning (SRL) increasingly emphasises contextual factors, highlighting the contingent, dynamic and temporal nature of self-regulation. However, the experiential aspect of how learners actually perceive and engage with SRL still remains relatively unexplored. While SRL emphasises active learner involvement in learning,…
Descriptors: Phenomenology, Learning Experience, Independent Study, Active Learning
Fredrik Svensson – Dialogic Pedagogy, 2024
Postcolonial critics Paulo Freire (1921-1997) and Gayatri Chakravorty Spivak (1942-) have both made attempts at offering pedagogical formulas that take into account the student's experiences in order to oust oppressive tendencies from the classroom, and at first glance, many of their ideas seem close to identical: Freire speaks dismissively of…
Descriptors: Teaching Methods, Student Experience, Active Learning, Discussion (Teaching Technique)
Nathalie Benesova – Cogent Education, 2023
The paper outlines the design of a LEGO Serious Play (LSP)-based undergraduate management module delivered to a diverse group of students, and consequently evaluates the LSP workshops. It argues for the importance of participatory and co-creational approaches to management education, and demonstrates that LSP is a method that has the potential to…
Descriptors: Business Administration Education, Undergraduate Students, Play, Teaching Methods
Snowden, Michael; Halsall, Jamie P. – Cogent Education, 2016
Over recent years the higher education sector has been encouraged to find different, effective and flexible ways of teaching. This enthusiasm is apparent more than ever before, as the current British Conservative government has produced a white paper on the Teaching Excellence Framework (TEF). The TEF intends to measure and improve the quality of…
Descriptors: Foreign Countries, Self Determination, Learning Theories, Educational Quality
Ebbs, Morgan – CEA Forum, 2016
In the spring semester of 2015, Morgan Ebbs made the bold decision to take a class called "The Rhetoric of Gaming." Having only really played games during childhood, Ebbs now thinks that choice was a bit naive. He is not ashamed to admit that he was the definition of what some like to refer to as "casual," "plebe," or…
Descriptors: College Students, Student Attitudes, Attitude Change, Games
Daniel, Brad; Bobilya, Andrew J.; Kalisch, Kenneth R.; McAvoy, Leo H. – Journal of Experiential Education, 2014
This article explores the current state of knowledge regarding the use of autonomous student experiences (ASE) in outdoor and adventure education (OAE) programs. ASE are defined as components (e.g., solo, final expedition) in which participants have a greater measure of choice and control over the planning, execution, and outcomes of their…
Descriptors: Student Experience, Outdoor Education, Personal Autonomy, Knowledge Level
Siedel, Shannon B.; Tanner, Kimberly D. – CBE - Life Sciences Education, 2013
In this article, the author's attempt to provide an overview of the types of student resistance one might encounter in a classroom, as well as share hypotheses from other disciplines about the potential origins of student resistance. In addition, they offer examples of classroom strategies that have been proposed as potentially useful for…
Descriptors: Resistance (Psychology), Undergraduate Students, Biology, Science Instruction
Burns, Marcia V.; Lewis, Alisha L. – Gifted Child Today, 2016
In this article, educators at University Primary School in Champaign, Illinois, share examples and understandings of the ways The Project Approach challenges young children to think critically about topics of importance in their world. Project investigations that provoke academic and social challenges for individuals and classroom communities of…
Descriptors: Young Children, Teaching Methods, Critical Thinking, Investigations
Evaluation of the Educational Impact of Participation Time in a Small Spacecraft Development Program
Straub, Jeremy; Whalen, David – Education Sciences, 2014
The value of the duration of participation in a small spacecraft program has not previously been sufficiently characterized. This work seeks to determine whether most relevant benefits are received by participants quickly (suggesting that participant education would be best achieved by shorter duration exposure to multiple domains) or accrues over…
Descriptors: Program Length, Time Factors (Learning), Time on Task, Student Experience
O'Connor, Anne – Language Learning Journal, 2012
At a time when languages in universities are under pressure, community-based learning language courses can have many positive benefits: they can increase interest in language learning, they can foster greater engagement with learning, and they can encourage active learning, creativity and teamwork. These courses, which link the classroom and the…
Descriptors: Active Learning, Change Agents, Student Experience, Second Language Learning
Breathnach, Catherine; Stephenson, Frances – Action Learning: Research and Practice, 2011
The authors explore their experience of a course for long-term unemployed people and reflect as to whether the traits identified by Tom Bourner on readiness for action learning actually relate to their experience. They conclude that based on the obvious development by the members of the group over the course, they observed, in some small way, the…
Descriptors: Unemployment, Experiential Learning, Active Learning, Student Experience
An Implementation of Active Learning: Assessing the Effectiveness of the Team Infomercial Assignment
Matveev, Alexei V.; Milter, Richard G. – Innovations in Education and Teaching International, 2010
This article examines the effectiveness of the team infomercial assignment as an active learning tool in undergraduate courses. The structure and three phases of the team infomercial assignment, as well as student evaluations and feedback, are presented. We investigated student experiences working on the team infomercial assignment, the common…
Descriptors: Feedback (Response), Student Evaluation, Active Learning, Undergraduate Students
Douglass, John Aubrey; Zhao, Chun-Mei – Center for Studies in Higher Education, 2013
Bolstered by the recommendations of the 1998 Boyer Report, US federal agencies have put significant resources into promoting opportunities for undergraduates to engage in research. American universities and colleges have been creating support programs and curricular opportunities intended to create a "culture of undergraduate research."…
Descriptors: Undergraduate Students, Student Participation, Student Research, Research Universities
Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell – Active Learning in Higher Education, 2011
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…
Descriptors: College Students, Student Experience, Teaching Methods, Video Games
Lazda-Cazers, Rasma – Journal of General Education, 2010
New Web technology allows for the design of traditionally lecture-centered humanities courses by fostering active learning and engaging students as producers of learning content. The article presents the experiences with a student-generated wiki for a Germanic Mythology course. Evaluations indicated an overwhelmingly positive student experience…
Descriptors: Mythology, Active Learning, Student Experience, Humanities Instruction
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