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Wangda Zhu; Ying Hua – Interactive Learning Environments, 2024
During the COVID-19 quarantine, we conducted a field-setting pre/post-test randomized experiment (n = 115), creating a community using the social media application Instagram to enhance students' interactions with their peers and immediate physical environments in a large, introductory online course in environmental psychology. We used the…
Descriptors: Learning Experience, Social Networks, Social Media, Cooperative Learning
Charalambous, Magda; Hodge, Josh A.; Ippolito, Kate – Educational Action Research, 2021
Competence in statistics is a fundamental component of a biological scientist's toolbox. However, anxiety often affects undergraduate students' development of this competence and research has shown that perceived self-efficacy for statistics is correlated to academic performance. Self-efficacy may be promoted by reducing anxiety, and also allowing…
Descriptors: Learning Experience, Self Efficacy, Undergraduate Students, Statistics Education
Joshi, Noopur; Lau, Siu-Kit – Interactive Learning Environments, 2023
Extensive research on process-oriented guided inquiry learning (POGIL) has addressed its impact on student performance but little attention has been devoted to approaches to learning and performance on delayed tests. The use of POGIL in online education must also be explored. This research concerns changes in students' approaches to learning and…
Descriptors: Inquiry, Learning Processes, Academic Achievement, Cooperative Learning
Rayne Bozeman; Robyn K. Mallett; Linas Mitchell; R. Scott Tindale – Active Learning in Higher Education, 2024
Two-phase testing assesses individual performance (phase 1) and then allows collaborative learning within small groups (phase 2). While groups typically outperform individuals, less is known about the social decision schemes that influence member collaboration. In a classroom setting, we compared individual and group performance on a standard test…
Descriptors: Testing, Group Testing, Cooperative Learning, Learning Experience
Vlachopoulos, Panos; Jan, Shazia K.; Buckton, Rodney – College Teaching, 2020
This paper reports the results from the implementation of Team-Based Learning (TBL) methodology at a large Australian university. The study found a significant difference between students' learning experience and hours spent studying pre and post TBL. The study also found a significant positive relationship between in-built TBL assessments and…
Descriptors: Cooperative Learning, Instructional Effectiveness, Foreign Countries, Learning Experience
Bai, Shurui; Hew, Khe Foon; Gonda, Donn Emmanuel; Huang, Biyun; Liang, Xinyi – International Journal of Educational Technology in Higher Education, 2022
We used the design-based research approach to test and refine a theoretically grounded goal-access-feedback-challenge-collaboration gamification model. The testbed was a 10-week, university-level e-learning design course offered in two consecutive semesters. In Study 1, we implemented the initial goal-access-feedback-challenge-collaboration model…
Descriptors: Game Based Learning, Models, Fantasy, Electronic Learning
Kornreich-Leshem, Hagit; Benabentos, Rocio; Hazari, Zahra; Potvin, Geoff; Kramer, Laird – Science Education, 2022
The power of knowledgeable peers (in this case undergraduate learning assistants [LAs]) to scaffold learning in ways that can positively influence both cognitive and affective outcomes in science, technology, engineering, and mathematics (STEM), is explored in this study. In terms of the cognitive perspective, we use a metacognitive awareness (MA)…
Descriptors: STEM Education, Metacognition, Undergraduate Students, Outcomes of Education
Sever, Brad – Solution Tree, 2022
This essential guide shares a five-step process for designing, implementing, and assessing sustainable project-based learning (SPBL) units while ensuring students gain surface-, deep-, and transfer-level knowledge. Brad Sever draws from his daily work as a practitioner to deliver practical strategies for creating meaningful learning experiences…
Descriptors: Student Projects, Active Learning, Transfer of Training, Social Emotional Learning
Engerman, Jason A.; Carr-Chellman, Alison A.; MacAllan, Monique – Education and Information Technologies, 2019
This paper describes the findings of a phenomenological research study to uncover possible skills that boys learn through peer supported activities using Commercial Off-The-Shelf (COTS) video games. By drawing on a cultural-historical activity theory (CHAT) conceptual framework and prioritizing student voice, this study found that boys engaged in…
Descriptors: Academic Achievement, Phenomenology, Video Games, Males
Andrew Wade; Anne Walstab; Esther Doecke; Melissa Tham – Australian Education Research Organisation Limited, 2022
This evidence review report was commissioned on behalf of all education ministers to synthesise what is known about effective remote learning. It takes stock of lessons learned through the COVID-19 period, as well as those gained from earlier, pre-pandemic experiences. The review was administered by the Australian Education Research Organisation…
Descriptors: Distance Education, Electronic Learning, Learning Experience, COVID-19
Matriano, Eric Agullana – International Online Journal of Education and Teaching, 2020
Experiential learning literally is making meaning from direct experience. It plays vital role in facilitating the process of creating knowledge, sense-making and knowledge transfer in teaching, training and development. This study assessed the effectiveness of Exploration, Research, Interaction and Creation (ERIC) Learning Model which is a…
Descriptors: College Students, Tourism, Student Centered Learning, Constructivism (Learning)
Cho, Ji Young; Cho, Moon-Heum; Kozinets, Nadya – International Journal of Technology and Design Education, 2016
With the recognition of the importance of collaboration in a design studio and the advancement of technology, increasing numbers of design students collaborate with others in a technology-mediated learning environment (TMLE); however, not all students have positive experiences in TMLEs. One possible reason for unsatisfactory collaboration…
Descriptors: Interior Design, Cooperative Learning, Computer Uses in Education, College Students
Giesbers, Bas; Rienties, Bart; Tempelaar, Dirk T.; Gijselaers, Wim – E-Learning and Digital Media, 2014
The Community of Inquiry (CoI) model provides a well-researched theoretical framework to understand how learners and teachers interact and learn together in computer-supported collaborative learning (CSCL). Most CoI research focuses on asynchronous learning. However, with the arrival of easy-to-use synchronous communication tools the relevance of…
Descriptors: Videoconferencing, Internet, Inquiry, Electronic Learning
Willett, Kara E. – ProQuest LLC, 2013
A new vision of literacy education that involves moral, political, and cultural decisions about the literate practices needed to enhance both peoples' agency over their life trajectories and communities' intellectual, cultural and semiotic resources is essential for reframing literacy to encompass the multiple modalities and literacies of the 21st…
Descriptors: Multiple Literacies, Theory Practice Relationship, Literacy Education, Curriculum Design
Al-Zubaidy, Sarim; Abdulaziz, Nidhal; Dashtpour, Reza – European Journal of Engineering Education, 2012
Recent scholarship references indicate that integration of the student body can result in an enhanced learning experience for students and also greater satisfaction. This paper reports the results of a case study whereby mechanical engineering students studying at a newly established branch campus in Dubai of a British university were exposed to…
Descriptors: Academic Achievement, Cooperative Learning, Engineering, Cultural Context
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