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Lisa DaVia Rubenstein; Andy Waldron; Gerardo Ramirez – Gifted Child Today, 2025
This action research study evaluated an original lesson using the AI language model ChatGPT to generate tailored play scripts for individual students based on their interests, reading levels, and creative visions. Implemented with 13 third and fourth graders in an after-school program, the "Journeying between Worlds and Words" lesson…
Descriptors: Artificial Intelligence, Technology Uses in Education, Theater Arts, Scripts
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Rosa, Silvia; Olivia, Ivonne; Gayatri, Satya; Fitria, Tira Nur; Rojabi, Ahmad Ridho – Cypriot Journal of Educational Sciences, 2021
This study aims to determine the influence of practice-based active learning on students' interest and response in learning local culture in drama classes. The research was conducted at public universities in Indonesia using two active learning strategies. Qualitative methods using participatory techniques, interviews, and observations were…
Descriptors: Cultural Awareness, Cultural Maintenance, Indigenous Knowledge, Active Learning
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Marc T. Sager; Saki Milton; Candace Walkington – Discover Education, 2025
This study aimed to explore the implementation of project-based learning (PBL) principles in informal STEM education, focusing on the experiences of Underrepresented Racially Minoritized (UUREM) girls during a week-long residential STEM summer camp. Utilizing a single case study design, the researchers investigated how PBL facilitates engagement…
Descriptors: Females, STEM Education, Student Role, Discussion (Teaching Technique)
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Alharbi, Nada M.; Athauda, Rukshan I.; Chiong, Raymond – Technology, Pedagogy and Education, 2018
Project-based learning (PBL) is a pedagogical approach that many higher education programmes have incorporated. In PBL, students work in a team or group on a specific project for an extended period of time facilitated by an instructor. Previous studies have identified group work collaboration as a key challenge in PBL. To address this, the authors…
Descriptors: Student Projects, Active Learning, Cooperative Learning, Scripts
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Kim, Dongho; Lim, Cheolil – Teaching in Higher Education, 2018
Despite the emergence of collaborative project-based learning in higher education settings, how it can be supported has received little attention. We noted the positive impact of socially shared metacognitive regulation on students' collaboration processes. The purpose of this study was to present a framework for the design and implementation of…
Descriptors: Metacognition, Cooperative Learning, Guidelines, Student Projects
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Özer, Selda – i.e.: inquiry in education, 2020
The aim of the study was to determine the effect of active learning techniques applied in Vocational English Course on students' achievement and attitude. In the research, quasi-experimental design with pre-test and post-test control group model was used. The participants included the students majoring Tourism Management at a state university in…
Descriptors: Second Language Learning, Second Language Instruction, Poetry, Concept Mapping
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Gold, Anne U.; Oonk, David J.; Smith, Lesley; Boykoff, Maxwell T.; Osnes, Beth; Sullivan, Susan B. – Journal of Geography, 2015
Learning about climate change is tangible when it addresses impacts that can be observed close to home. In this program, sixty-four diverse middle and high school students produced videos about locally relevant climate change topics. Graduate and undergraduate students provided mentorship. The program engaged students in research and learning…
Descriptors: Climate, Service Learning, Middle School Students, High School Students
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Cranston, Jerome A.; Kusanovich, Kristin A. – Journal of Research on Leadership Education, 2013
This article considers the implications and effectiveness of a performing arts-based pedagogy in the professional development of school leaders. It reports on the findings from a study that exposed educational leaders to methods of dramatic analysis as a means of reflecting on the ethical dilemmas found in personnel management. Through the dynamic…
Descriptors: Active Learning, Ethics, Principals, Instructional Leadership
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Hamalainen, Raija – Technology, Pedagogy and Education, 2011
Designing collaborative three-dimensional learning games for vocational learning may be one way to respond to the needs of working life. The theoretical vantage points of collaborative learning for game development and the "design-based research" methodology are described; these have been used to support collaborative learning in the…
Descriptors: Cooperation, Vocational Education, Cooperative Learning, Educational Games