Publication Date
| In 2026 | 0 |
| Since 2025 | 3 |
| Since 2022 (last 5 years) | 4 |
| Since 2017 (last 10 years) | 7 |
| Since 2007 (last 20 years) | 11 |
Descriptor
Source
Author
| Agogino, Alice M. | 1 |
| Alberto Vidal-Vilaplana | 1 |
| Alia Athar | 1 |
| Anara Karymsakova | 1 |
| Beckerdite, Kimberly | 1 |
| Beckman, Sara L. | 1 |
| Bias, Justin T. | 1 |
| Bias, Sheri K. | 1 |
| Ceccucci, Wendy | 1 |
| Cobb, Corie L. | 1 |
| Croes, Jo-Anne V. | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 11 |
| Tests/Questionnaires | 11 |
| Reports - Research | 10 |
| Reports - Descriptive | 1 |
Education Level
| Higher Education | 8 |
| Postsecondary Education | 8 |
| Elementary Education | 2 |
| Early Childhood Education | 1 |
| Elementary Secondary Education | 1 |
| Grade 2 | 1 |
| Primary Education | 1 |
| Secondary Education | 1 |
Audience
Location
| California | 1 |
| Finland | 1 |
| India | 1 |
| Kazakhstan | 1 |
| Spain | 1 |
| Texas (Austin) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Alia Athar; Feza Tabassum Azmi; Ruhena Reza – Higher Education, Skills and Work-based Learning, 2025
Purpose: This study investigates the motivations and challenges influencing the career preferences of Indian students engaged in part-time digital gig work, examining how their experiences shape career decisions in an evolving labour market. Design/methodology/approach: A qualitative, phenomenological approach was adopted, utilising…
Descriptors: Part Time Employment, Temporary Employment, Information Technology, Career Choice
Elina Hannula; Kati Sormunen; Kai Hakkarainen; Tiina Korhonen – Education and Information Technologies, 2025
Transdisciplinary invention projects based on traditional and digital fabrication technologies engage young people in designing and making complex artifacts and constitute a central aspect of future-oriented education. In Finland, comprehensive school students (aged 7-15) from all over the country can practice their inventive skills in the annual…
Descriptors: Student Experience, Student Projects, Intellectual Property, Programming
Anara Karymsakova; Gulsim Kapbar; Kamalbek Berkimbayev; Gulmira Bakirova – Open Education Studies, 2025
The objective of this study was to examine the effectiveness of a practice-oriented approach in teaching Python programming to students in Kazakhstan. The study participants comprised students from a control group (CG) and an experimental group (EG), with 89 students in each group. The mean age of the participants was 20 years. The sample included…
Descriptors: Programming, Foreign Countries, Educational Innovation, Instructional Effectiveness
Alberto Vidal-Vilaplana; María Huertas González-Serrano; Ferran Calabuig-Moreno – Education & Training, 2024
Purpose: To analyse the degree to which elite student athletes acquire different soft skills (resilience, creativity, proactivity and problem solving) and the role they play in their perceived employability. Design/methodology/approach: The study assessed 163 elite Spanish student athletes. A validated survey to measure perceived employability and…
Descriptors: Employment Potential, Profiles, Student Athletes, Soft Skills
Tomoson, Savanna; Nold, Rosemarie – Journal of Extension, 2020
Using a mixed model, we evaluated effects of national 4-H hippology and livestock skillathon contests on youths' content knowledge, 21st century skills, and postsecondary plans. Hippology participants gained significant knowledge in all topics except breeds, and livestock skillathon contestants gained significant knowledge in all topics. The…
Descriptors: National Programs, Youth Programs, Competition, Animal Husbandry
Bias, Sheri K.; Bias, Justin T.; Beckerdite, Kimberly – Journal of Education, 2020
Odyssey of the Mind is an international creative problem-solving program that allows participants to engage in spontaneous thinking and long-term analytical activities. This program has been in existence for 40 years and involved thousands of participants from around the globe. In September 2018, coaches and judges from a region in a Southern…
Descriptors: Creativity, Problem Solving, Teaching Methods, Thinking Skills
Reichle, Robert V. – Scholarship and Practice of Undergraduate Research, 2019
Student researchers are rarely trained to explain their work to a general audience but must do so throughout their careers. To assist undergraduate researchers in building this skill, the Student Research Showdown--a research video and presentation competition--was created at the University of Texas at Austin. Students create brief videos on which…
Descriptors: Undergraduate Students, Student Research, Research Skills, Skill Development
Layne, Todd Estel; Hastie, Peter Andrew – Education 3-13, 2016
The purpose of this article was to provide an account of second-grade students and teachers, as well as a non-participant observer, after they participated in a season of Sport Education. For a total of 12 lessons, students participated in a season of developing throwing and catching and kicking skills. Interviews were conducted at the conclusion…
Descriptors: Elementary School Students, Grade 2, Physical Education, Teaching Methods
Cobb, Corie L.; Hey, Jonathan; Agogino, Alice M.; Beckman, Sara L.; Kim, Sohyeong – Advances in Engineering Education, 2016
We present a longitudinal study of what graduates take away from a cross-disciplinary graduate-level New Product Development (NPD) course at UC Berkeley over a 15-year period from 1996-2010. We designed and deployed a longitudinal survey and interviewed a segment of our NPD alumni population to better understand how well our course prepared these…
Descriptors: Interdisciplinary Approach, Qualitative Research, Design, Entrepreneurship
Lang, Guido; Ceccucci, Wendy – Information Systems Education Journal, 2014
The Google Online Marketing Challenge is a global student competition in which teams are given $250 to develop and run an online advertising campaign for a business or non-profit organization over a three-week period. Despite the fact that 50,000 students have competed in the Challenge since its inception in 2008, relatively little is known about…
Descriptors: Marketing, Internet, Information Systems, Experiential Learning
Croes, Jo-Anne V.; Visser, Melina M. – Journal of Information Systems Education, 2015
The Google Online Marketing Challenge (GOMC) is a global, online student competition sponsored by Google. It is a prime example of an experiential learning activity that includes using real money ($250 sponsored by Google) with a real client. The GOMC has yielded compelling results in student engagement and learning objectives related to the…
Descriptors: Internet, Search Engines, Experiential Learning, Marketing

Peer reviewed
Direct link
