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Showing 1 to 15 of 107 results Save | Export
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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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Sarah Krejci – Experiential Learning and Teaching in Higher Education, 2025
While faculty are subject matter experts in their fields of research, they are often lacking the pedagogical training to support student academic success. Additionally, career readiness skills are increasingly a focus in higher education through the intentional inclusion of soft skills or "21st-century skills" in the classroom.…
Descriptors: Cooperative Learning, Experiential Learning, Workshops, Teacher Attitudes
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Kaili Lu; Jianrong Zhu; Feng Pang; Rustam Shadiev – Educational Technology Research and Development, 2025
Artificial Intelligence (AI) has brought about significant changes in our lives, making AI literacy a crucial endeavor for the future. Despite its growing importance in academia, there is limited empirical research on its impact on college students' higher order thinking skills (HOTS). The present study systematically and comprehensively explores…
Descriptors: College Students, Artificial Intelligence, Digital Literacy, Thinking Skills
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Agam Syahrial – Learning Assistance Review, 2024
Collaborative tutor training can help tutors tackle challenges in providing peer assistance. This study follows educational design research approach. The purpose of this study are twofold. This study investigates how collaborative tutor training can be facilitated through Community of Inquiry guided instructional design and explores how tutors…
Descriptors: Tutors, Cooperative Learning, Electronic Learning, Instructional Design
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Xingsu Wu; Chunyang Xu – Education and Information Technologies, 2025
This study, anchored in the empirical domain of student learning experiences, employs the Chaoxing Fanya network teaching platform to delineate a comprehensive model of factors that influence student learning experiences within the framework of blended collaborative learning. Through a rigorous synthesis of extant literature and qualitative…
Descriptors: Learning Experience, Blended Learning, Cooperative Learning, College Students
Andrew J. Croft – ProQuest LLC, 2023
This qualitative research study examined the design of collaborative learning experiences in an online graduate course in educational leadership. Based on principles of design-based research, this single case study analyzed the design process among the faculty member and learning design team who created the course. Data were also gathered from the…
Descriptors: Instructional Design, Cooperative Learning, Electronic Learning, Graduate Students
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Kirkby, Jane; Carabott, Kelly; Wilson, Sue; Rafi, Haleh; White, Pennie – Literacy Research and Instruction, 2022
This paper looks at students' motivation and engagement in the context of the "Read Like a Demon (RLAD)" project across a two-year period, in Melbourne, Victoria. This "RLAD" project was shaped over several years and targeted to students aged between 8 and 11 years. It utilized innovative reading experiences, including the…
Descriptors: Reading Strategies, Reading Programs, Reading Motivation, Elementary School Students
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Ceylan-Dadakoglu, Sevda – Turkish Online Journal of Distance Education, 2022
This article tried to determine the students' opininons related to the use of Second Life (SL) application in higher education art and design education. In this case study conducted with 17 students selected via typical case sampling, the SL virtual platform was used as a research area. Data collection tools were included document analysis,…
Descriptors: Computer Simulation, Student Attitudes, College Students, Art Education
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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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Macdonald, Iain; Malone, Eva; Firth, Richard – Studies in Higher Education, 2022
In UK HE institutions there is a growing realisation and appreciation for academic disciplines to seek research partners beyond their own subject (QAA. 2018. Enterprise and entrepreneurship education: Guidance for UK higher education providers. Accessed 1 April 2020.…
Descriptors: Foreign Countries, Design, Cooperation, Play
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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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Steven C. Koenig; Gretel Monreal – Design and Technology Education, 2025
Purpose: Biomedical engineers that have the ability and skill sets to comprehend and retain basic anatomy and physiology (A&P) knowledge, apply fundamental engineering principles, use critical thinking, and communicate effectively across multiple disciplines to facilitate successful development and clinical translation of medical devices. The…
Descriptors: Equipment, Medical Services, Biomedicine, Engineering Education
Ethlyn Saltzman – ProQuest LLC, 2022
The study examined the effects of a new game mechanic on collaborative learning and mathematical discourse when playing a digital geometry puzzle game. For this study, two new versions of the game "Noobs vs. Leets" were developed. Both versions of the game teach the concepts of complementary and supplementary angles and the angle sum…
Descriptors: Cooperative Learning, Geometry, Mathematics Instruction, Video Games
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Haipeng Wan; Xue Zhang; Xinxue Yang; Shan Li – Education and Information Technologies, 2024
This study investigated the impact of problematization-oriented scaffolding and structuring-oriented scaffolding, incorporated within instructional videos, on students' computational thinking and their performance in programming education. We recruited 86 participants from three senior classes at a high school. Each of the three classes was…
Descriptors: Scaffolding (Teaching Technique), Instructional Design, Thinking Skills, Computer Science Education
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Aloys Iyamuremye; Innocent Twagilimana; Francois Niyongabo Niyonzima – Discover Education, 2025
The integration of web-based discussion tools in education has expanded rapidly, yet their pedagogical use remains largely unstructured, often resulting in fragmented discussions and limited learners' engagement. This gap reflects the absence of empirically grounded instructional models that align digital discourse with principles of collaborative…
Descriptors: Web Based Instruction, Teaching Models, Computer Mediated Communication, Cooperative Learning
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