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Tamilla Triantoro; Tuvana Rua; Guido Lang – Information Systems Education Journal, 2025
This study explores the effectiveness of experiential learning in teaching generative AI to entrepreneurs and small business owners. The in-person training program, grounded in Kolb's Experiential Learning Theory, aimed to enhance participants' understanding, attitudes, and perceived benefits of AI adoption. Through a structured cycle of Concrete…
Descriptors: Artificial Intelligence, Entrepreneurship, Computer Software, Experiential Learning
Elhajjar, Samer; Borna, Shaheen – Marketing Education Review, 2023
This research explores the perspectives of marketing students and educators about the Big Data courses in marketing education programs. It also examines drivers that predict interest on the part of marketing students in taking Big Data courses. Data was collected through interviews with 20 marketing educators, and a survey was completed by 480…
Descriptors: Marketing, Teaching Methods, Competition, Statistics Education
Cynthia Bansak; Julie K. Smith; Christine L. Storrie – Journal of Economic Education, 2025
The authors of this article describe three student-driven learning modules developed from their respective College Fed Challenge courses. These activities are ready-to-apply in a wide range of courses to facilitate adoption without a large time commitment. In the "Pick a Policy Maker" module, students gain an understanding of the…
Descriptors: Macroeconomics, Economics Education, Teamwork, Graphs
Barney, David C.; Prusak, Keven A. – Physical Educator, 2021
When discussing the game of dodgeball, people usually discuss it with fond memories and excitement for the thrill that came from the game. Then there were those who strongly disliked it for reasons that it was embarrassing, hurtful, and just not fun. The game of dodgeball has been played by many students in their physical education (PE) classes,…
Descriptors: Teaching Methods, Physical Education, Kindergarten, Elementary Secondary Education
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
Kelly, Sean; Zhang, Yuan; Northrop, Laura; VanDerHeide, Jen; Dunn, Mandie; Caughlan, Samantha – Teacher Education Quarterly, 2018
This article reports results from a study of teacher beliefs among a panel of English and language arts teachers at three universities as the pre-service teachers entered methodological coursework and internships. Using a new assessment tool, the Developmental Instruction Assessment Battery (DIAB), along with a discrete choice task and one-on-one…
Descriptors: Teacher Attitudes, Preservice Teachers, Language Arts, English Teachers
Chen, Ching-Huei – Educational Technology Research and Development, 2019
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four…
Descriptors: Peer Relationship, Computer Games, Competition, Outcomes of Education
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
Kiili, Kristian; Ojansuu, Kai; Lindstedt, Antero; Ninaus, Manuel – International Journal of Game-Based Learning, 2018
The main aim of this article was to investigate the educational potential of a game-based math game competition to engage students in training rational numbers. Finnish fourth (n = 59; M[subscript age] = 10.36) and sixth graders (n = 105; M[subscript age] = 12.34) participated in a math game competition relying on intra-classroom cooperation and…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Competition
Saunders-Stewart, Katie S.; Walker, Cheryl L.; Shore, Bruce M. – Gifted and Talented International, 2013
Although an abundance of information exists concerning advantages and disadvantages of certain grouping arrangements with highly able students in classroom settings, little research has focused on gifted children's parents' and teachers' opinions of group work. The present study explored potential differences between these opinions. Parents (n=…
Descriptors: Parent Attitudes, Teacher Attitudes, Academically Gifted, Teaching Methods
Bofferding, Laura; Yigit, Melike – Teaching Children Mathematics, 2013
The standing long jump was an Olympic event until 1912. In 1904, Ray Ewry set the world record for the longest standing long jump, which was about 11.5 feet, or 138 inches. Although the standing long jump is no longer an Olympic event, the Norwegians still include it in their National Competition, and Arne Tvervaag set a new world record at about…
Descriptors: Mathematics Instruction, Teaching Methods, Competition, Athletics
Kim, Mi Song; Hung, Wei Loong David; Jamaludin, Azilawati Bte; Lim, Seo Hong – Interactive Learning Environments, 2014
Learning happens not only in schools, but also in every context that affords new experiences and opportunities for metacognition. We aim to maximize the different activity-milieux in which learners are engaged in developing their life-long learning dispositions to learn within and across contexts. This paper is a follow up of an earlier published…
Descriptors: Informal Education, Metacognition, Learning Activities, Lifelong Learning
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
Locke, Terry – Changing English: Studies in Culture and Education, 2013
This case-study explores the effects of a school-wide writing competition and the implementation of a poetry-writing unit across all junior English classes in a rural New Zealand school. Teacher interview data were thematically analysed using a social constructionist lens. Results highlight the varied strategies adopted by teachers, while…
Descriptors: High School Students, Poetry, Case Studies, Learning Activities
Chung, C. J. ChanJin; Cartwright, Christopher; Cole, Matthew – Journal of STEM Education: Innovations and Research, 2014
Robotics competitions for K-12 students are popular, but are students really learning and improving their STEM scores through robotics competitions? If not, why not? If they are, how much more effective is learning through competitions than traditional classes? Is there room for improvement? What is the best robotics competition model to maximize…
Descriptors: STEM Education, Robotics, Competition, Teaching Methods
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