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Showing 1 to 15 of 17 results Save | Export
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Hardin, Caroline D. – ACM Transactions on Computing Education, 2021
Hackathons, the time-bound collaborative project-based computer science competitions increasingly popular with computer science students, are one of the largest-scale innovations in computing education of the past decade. This research examined three hackathons and 46,500 surveys to find that educational benefits were unequal between genders in…
Descriptors: Gender Differences, Cooperative Learning, Active Learning, Student Projects
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Karen E. Mishra; Tracy L. Tuten; Aneil K. Mishra – Journal of Advertising Education, 2024
Organizations are building sustainable practices due to newer regulations and a commitment to the greater good. They are targeting the majority of consumers who want to live a sustainable lifestyle. As a result, universities have an opportunity to integrate sustainability topics into their coursework. This study addresses a curriculum gap that…
Descriptors: Sustainability, Universities, Advertising, Course Content
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Reyes, Encarnación; Gálvez, Jaime C.; Enfedaque, Alejandro – Education Sciences, 2021
This paper presents the experience of a group of Construction and Building Materials lecturers following the introduction of a new contest-based gamification activity aimed at improving interest and learning outcomes in the course. Students' motivation is of key importance in utilizing educational activities for study and learning in the subject.…
Descriptors: Game Based Learning, Learning Motivation, Active Learning, Cooperative Learning
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Siam, Jamal; Abdo, Ali – Research in Science & Technological Education, 2020
Background: Undergraduate electrical-engineering courses are traditionally taught using the lecturing approach. As for all the teacher-centered approaches, the students perceive learning as an individualistic task and consider lecture-notes their principal information source. They tend to employ the minimum possible efforts to get acceptable marks…
Descriptors: Active Learning, Inquiry, Computer Simulation, Cooperative Learning
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Tallone, Laura; Ribeiro, Sandra; Albuquerque, Alexandra – Language Learning in Higher Education, 2023
In past years, translation education has shifted from a "transmissionist approach" to the unchallenged use of collaborative learning, with extensive recourse to teamwork and Project-based Learning. Students are encouraged to develop their translation and interpersonal skills in collaborative environments, focusing on translation as a…
Descriptors: Translation, Cooperative Learning, Language Processing, Professional Personnel
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Gil-Doménech, Dolors; Berbegal-Mirabent, Jasmina – Innovations in Education and Teaching International, 2019
It is of utmost importance to innovate in current teaching practices at higher education in order to enhance learners' involvement, comprehension, cooperation and motivation. In non-STEM (science, technology, engineering and mathematics) programmes students tend to display a negative attitude towards mathematic-related courses, which usually…
Descriptors: Learner Engagement, Mathematics Education, Mathematics Instruction, Teaching Methods
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Larripa, Kamila; Mazzag, Borbala – PRIMUS, 2019
This article proposes that in addition to training teams of students to succeed in the Mathematical Contest in Modeling, the contest and the preparation for competition can be successfully used as a framework to teach an auxiliary skill set to undergraduate STEM majors through workshop-style modules. The skills emphasized are collaboration across…
Descriptors: Mathematical Models, Competition, STEM Education, Undergraduate Students
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Zapata-Ramos, Mari Luz; Lugo, José E. – Advances in Engineering Education, 2020
Students are attracted to innovation and entrepreneurship. However, it is challenging for them to take courses in I&E due to their already busy curriculums. This paper describes the "New Venture Design Experience," a one-year interdisciplinary program that pairs core and elective courses between the colleges of Engineering and…
Descriptors: Design, Entrepreneurship, Teaching Methods, Engineering Education
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Cooper, Katelyn M.; Downing, Virginia R.; Brownell, Sara E. – International Journal of STEM Education, 2018
Background: Over the past decade, the prevalence of anxiety has increased among college-aged students and college counseling centers have become increasingly concerned about the negative impact of anxiety on students. While college in general can be stressful, college science classrooms have the potential to be especially anxiety-inducing because…
Descriptors: Active Learning, Large Group Instruction, Anxiety, Learning Activities
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Johnson, Melissa C. – CEA Forum, 2015
This essay is grounded in the scholarship of teaching and learning and will focus specifically on the ways in which the Harry Potter books highlight the diversity of learning and teaching styles; privilege active experiential learning and problem solving over passive rote learning; and emphasize the benefits of collaboration over competition.…
Descriptors: Literature, Books, Fiction, Teaching Styles
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Issa, Ghassan; Hussain, Shakir M.; Al-Bahadili, Hussein – International Journal of Information and Communication Technology Education, 2014
In an effort to enhance the learning process in higher education, a new model for Competition-Based Learning (CBL) is presented. The new model utilizes two well-known learning models, namely, the Project-Based Learning (PBL) and competitions. The new model is also applied in a networked environment with emphasis on collective learning as well as…
Descriptors: Competition, Active Learning, Student Projects, Integrated Learning Systems
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Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities
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Abdul Jabbar, Azita Iliya; Felicia, Patrick – Review of Educational Research, 2015
In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general…
Descriptors: Educational Games, Instructional Design, Learner Engagement, Outcomes of Education
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Tham, Raymond; Tham, Lesley – International Journal on E-Learning, 2014
The Internet Generation today is accustomed to multi-tasking, graphics, fun, and fantasy. Educators are finding it challenging to engage and motivate students with the traditional mode of teaching. They are increasingly seeking to tap the potential of game-based learning to engage and motivate learners. Game-based learning is also catching on in…
Descriptors: Foreign Countries, Educational Games, Higher Education, College Students
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Kao, Gloria Yi-Ming; Lin, Sunny S. J.; Sun, Chuen-Tsai – Educational Technology & Society, 2008
The authors describe their design for an Internet-based learning environment called BeyondShare in which students are encouraged to gain a deep understanding of the learning material, reflect on the quality of individual constructions through sharing and peer evaluation, and synthesize cross-unit knowledge by integrating self- and peer-produced…
Descriptors: Web Based Instruction, Educational Environment, Reflection, Peer Evaluation
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