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Sarah E. Stanlick; Joseph Doiron – Metropolitan Universities, 2024
Global crises continue to shape the higher education landscape by posing challenges at every step of the educational process. From pedagogical delivery to experience design to undergraduate student research, pandemics, unrest, war, and environmental disasters have given us many imperatives to pivot and adapt. While the COVID-19 pandemic brought…
Descriptors: Critical Theory, Models, Global Approach, Electronic Learning
Moore, Shelley W. – International Society for Technology, Education, and Science, 2021
The purpose of this research was to examine pedagogical factors that supported graduate-level Instructional Design students in the rapid adoption and integration of technology-based projects in under 7 weeks, previously accomplished in approximately 9-months. Project-Based Learning (PBL) pedagogy was adopted to redesign a course to scaffold and…
Descriptors: Teaching Methods, Student Projects, Active Learning, Case Studies
Franetovic, Marija – Journal of Educational Multimedia and Hypermedia, 2016
This case study research sought to understand a subset of the next generation in reference to virtual world learning within a game development course. The students completed an ill-structured team project which was facilitated using authentic learning strategies within a virtual world over a period of seven weeks. Research findings emerged from…
Descriptors: Educational Games, Instructional Design, Student Developed Materials, Computer Simulation
Kim, Daesang; Ruecker, Daniel; Kim, Dong-Joong – International Journal of Mobile and Blended Learning, 2017
The purpose of this study was to investigate the benefits of learning with mobile technology for TESOL students and to explore their perceptions of learning with this type of technology. The study provided valuable insights on how students perceive and adapt to learning with mobile technology for effective learning experiences for both students…
Descriptors: Learning Experience, Handheld Devices, Electronic Learning, Second Language Learning
Keane, Linda; Keane, Mark – Design and Technology Education, 2016
We live in a designed world. STEAM by Design presents a transdisciplinary approach to learning that challenges young minds with the task of making a better world. Learning today, like life, is dynamic, connected and engaging. STEAM (Science, Technology, Environment, Engineering, Art, and Math) teaching and learning integrates information in…
Descriptors: STEM Education, Art Education, Design, Interdisciplinary Approach
Liljeström, Anu; Enkenberg, Jorma; Vanninen, Petteri; Vartiainen, Henriikka; Pöllänen, Sinikka – International Association for Development of the Information Society, 2014
This paper discusses the OpenForest portal and its related multidisciplinary learning project. The OpenForest portal is an open learning environment and ecosystem, in which students can participate in co-developing and co-creating practices. The aim of the OpenForest ecosystem is to create an extensive interactive network of diverse learning…
Descriptors: Foreign Countries, Electronic Learning, Case Studies, Elementary School Students
Smith, Philippa K.; Grant, Lynn; Conway, Clare; Narayan, Vickel – International Journal of Mobile and Blended Learning, 2016
Incorporating new media technologies that enable mobile learning to be part of educational practice poses challenges to those used to teaching in a traditional classroom environment. In this article three lecturers and a learning advisor from a New Zealand university reflect on their experiences in the progressive redesign of a Bachelor of Arts…
Descriptors: Electronic Learning, Handheld Devices, Multimedia Materials, Student Projects
Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
Hahn, Jim – portal: Libraries and the Academy, 2015
With funding from an Institute of Museum and Library Services demonstration grant, librarians of the Undergraduate Library at the University of Illinois at Urbana-Champaign partnered with students in computer science courses to design and build student-centered mobile apps. The grant work called for demonstration of student collaboration…
Descriptors: Partnerships in Education, Librarian Teacher Cooperation, Computer Science Education, Computer System Design
Carlin-Menter, Shannon – E-Learning and Digital Media, 2013
The purpose of this exploratory study was to analyze the writing experiences of eighth-grade students in three social studies classrooms while using a Web 2.0 online writing workspace. Participants included one social studies teacher and 69 eighth-grade students in a selective admission public high school. Furthermore, three of the eighth-grade…
Descriptors: Writing (Composition), Literacy, Social Studies, Web 2.0 Technologies
Long, Suzanna; Moos, J. Chris; Radic, Anne Bartel – Journal of Education for Business, 2012
The authors examined the skills achieved through a multicultural, virtual student project environment among 3 supply chain management courses. The partnership included 2 universities in the United States and 1 in France and created virtual teams of students across university lines and is presented as a case study. The case includes detailed…
Descriptors: Foreign Countries, Partnerships in Education, Intercollegiate Cooperation, International Programs
Ng, Khar Thoe; Parahakaran, Suma; Febro, Rhea; Weisheit, Egbert; Lee, Tan Luck – Open Praxis, 2013
Student-centred learning approaches like collaborative learning are needed to facilitate meaningful learning among self-motivated lifelong learners within educational institutions through interorganizational Open and Distant Learning (ODL) approaches. The purpose of this study is to develop blended learning platforms to promote sustainable living,…
Descriptors: Blended Learning, Sustainability, Questionnaires, Teacher Surveys
Kerr, Shantia – Journal of Educational Technology Systems, 2011
This multiple case study explores how three online, high school teachers used technological tools to create meaningful learning activities for their students. Findings reveal that teachers use a wide variety of tools and approaches to online learning. Tools are categorized as content, communication, and management tools. Approaches include…
Descriptors: Electronic Learning, Student Projects, Online Courses, Active Learning
Hou, Huei-Tse – Turkish Online Journal of Educational Technology - TOJET, 2010
Project-based learning using online learning environments is becoming increasingly popular. To in-depth explore the behavioural patterns and limitations faced by students in project-based learning where online forums are used. This study conducted an empirical case study of an online project-based learning activity in a management course, in which…
Descriptors: Foreign Countries, College Students, Electronic Learning, Student Projects
Vick, Matthew – Online Submission, 2012
This case study analyzes five science courses of a United States virtual charter school. Online quizzes and exams are provided by the corporate partner, while local teachers have selected report topics, virtual labs and at-home labs for students to complete. These assessments were coded for their correlation to the cognitive levels of the revised…
Descriptors: Charter Schools, Secondary School Science, Science Tests, Thinking Skills
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