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Dabae Lee; Jozenia T. Colorado-Resa; Yeol Huh – TechTrends: Linking Research and Practice to Improve Learning, 2025
This developmental study explores the process and outcomes of creating an active learning classroom within a higher education setting. To support student success, institutions have increasingly redesigned their learning spaces to promote active learning. Early initiatives often aimed to facilitate collaborative learning and reduce reliance on…
Descriptors: Higher Education, Active Learning, Classroom Environment, Classroom Design
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Davy Tsz Kit Ng; Jiahong Su; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Artificial intelligence (AI) education has gained popularity, and educators are developing activities to enhance students' AI literacy and promote collaboration in problem-solving. While current approaches using simulations and games can improve students' AI knowledge, they may not adequately prepare them for higher-level cognitive tasks. Only a…
Descriptors: Artificial Intelligence, Technological Literacy, Secondary School Students, Case Studies
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Bruner, Justin; Affoo, Rebecca; Dietsch, Angela M. – Journal of Learning Spaces, 2022
The goal of this study was to contribute to research on active learning by addressing the problem of disentangling the effects of classroom architecture, student characteristics, and pedagogical design as they relate to student achievement. The study utilized a quasiexperimental design where data was collected on student perceptions of their…
Descriptors: Active Learning, Academic Achievement, Student Characteristics, Classroom Design
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Shahrasbi, Nasser; Jin, Leigh; Zheng, Wei-Jun – Journal of Information Systems Education, 2021
The growth in the tech industry in recent years has increased business major students' interest in software programming and app development. However, the traditional way of teaching these courses involves intensive coding exercises and little interaction among students. These methods often discourage the students due to the slow learning curve and…
Descriptors: Design, Computer Oriented Programs, Computer Software, Programming
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Mentzer, Nathan; Krishna, Bhawna; Kotangale, Ankita; Mohandas, Lakshmy – Learning Environments Research, 2023
Active learning strategies engage students and promote student-centered learning environments. Implementing active learning in a HyFlex environment during the Fall of 2020 global pandemic was challenging. We describe the "Interactive Synchronous HyFlex" approach to teaching design thinking at the introductory college level and explore…
Descriptors: College Students, Psychological Needs, Active Learning, Self Determination
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Danielle Lake; Wen Guo; Elizabeth Chen; Jacqui McLaughlin – Teaching & Learning Inquiry, 2024
This article builds upon current research to understand the value and limitations of teaching and learning design thinking (DT) in higher education. We implemented a mixed-methods study with faculty and students across 23 diverse courses in four higher education institutions in the United States. Findings showed that following structured learning…
Descriptors: Design, Thinking Skills, Higher Education, Decolonization
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Vivi Suwanti; Cholis Sa'dijah; Makbul Muksar – Mathematics Teacher Education and Development, 2024
This study aims to describe the epistemological obstacles of prospective Indonesian secondary mathematics teachers' in designing project-based numeracy tasks (PbNTs). Three case studies focused on qualitative analyses of prospective Indonesian secondary mathematics teachers' PbNTs from responses to a semi-structured interview based on indicators…
Descriptors: Secondary School Teachers, Mathematics Teachers, Barriers, Active Learning
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Howe, Edward; Ruberg, Andres – Canadian Journal of Action Research, 2020
This action research investigates DigiPen, an innovative locally developed secondary school course where students are actively engaged in project-based learning while studying how to work effectively in teams focused on digital game design. Students apply art, math, physics, and computer science knowledge and learn important life skills. DigiPen…
Descriptors: Secondary School Students, Active Learning, Student Projects, Design
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Xun Ge; Kyungwon Koh; Ling Hu – Educational Technology Research and Development, 2024
A qualitative study was conducted in a secondary school to evaluate student learning processes and outcomes by examining their inquiry questions, journals, and maker artifacts in a curriculum-based maker learning environment supported by the Guided Inquiry Design (GID). Thirteen 8th-grade students in a suburban middle school in the southwest of…
Descriptors: Secondary School Students, Grade 8, Active Learning, Inquiry
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Mallory Benedetto; Anne Case Hanks; Megan Lowe – Research Issues in Contemporary Education, 2024
The Quality Enhancement Plan (QEP) at the University of Louisiana at Monroe aimed to improve academic performance in two gateway science courses that are required for all STEM and pre-health sciences majors and are known to be barriers to student success. The project sought to achieve this primarily by a course redesign that incorporated an extra…
Descriptors: Higher Education, Curriculum Design, Course Content, STEM Education
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McEwan, Michael P.; Pate, Amanda C. Geary; Wilder-Davis, Kimberly – Journal of University Teaching and Learning Practice, 2023
Academic developers work with colleagues from every discipline to facilitate learning about teaching, learning and assessment. Boud and Brew (2013) called for academic development to be significantly 'closer to everyday practice' while also recognising development involves extending notions of what 'practice' is. Moreover, Loads and Campbell…
Descriptors: Educational Development, Curriculum Design, Authentic Learning, Interdisciplinary Approach
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Zhang, Di; Hwang, Gwo-Jen – Journal of Educational Computing Research, 2023
Project-based learning (PBL) aims to foster students' problem-solving ability and collaboration by engaging them in completing a project in teams. Researchers have indicated the importance of guiding students to make comparisons and reflection during the process of project-based learning. Therefore, the present research proposed a peer…
Descriptors: Student Projects, Active Learning, Peer Evaluation, Problem Solving
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Kennedy, Heather R.; Stafford, Gloria E. – Journal of Learning Spaces, 2023
An "active learning" classroom design recognizes the importance of students becoming engaged in their own learning. Using a mixed-methods approach, this study compared student-reported data (n = 219) and used the "community of inquiry" framework to evaluate the impact of environmental features on students' experience. Students…
Descriptors: Active Learning, Classroom Environment, Student Experience, College Students
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Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
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Huo, Yi; Wang, A'Xi; Zhao, Ying – Interactive Learning Environments, 2023
Smart education and ubiquitous learning have come over globally, especially under coronavirus regime. Visual media and interactive operation can draw children's attention and interests, so the VR educational software becomes a prominent trend for training children. However, in K12 education, the VR technology is just in its initial period. In the…
Descriptors: Student Projects, Active Learning, Computer Simulation, Preservice Teachers
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