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Richterich, Annika – Learning, Media and Technology, 2022
Hackerspaces are physical community spaces where technology enthusiasts meet. Despite the term 'hacking' being widely associated with cybercrime, hackerspaces are not only perfectly legal but resourceful, skilled communities: members cultivate digital expertise and technological craftsmanship in experiential learning practices. While the…
Descriptors: Communities of Practice, Computer Uses in Education, Experiential Learning, Social Discrimination
Federico De Lorenzis; Alessandro Visconti; Simone Restivo; Francesca Mazzini; Serena Esposito; Silvia Fraterrigo Garofalo; Luca Marmo; Debora Fino; Fabrizio Lamberti – Smart Learning Environments, 2024
The use of Virtual Reality (VR) in education is getting more and more common, especially when hands-on learning experiences have to be delivered. With VR it becomes possible, e.g., to simulate dangerous or costly procedures that could hardly be implemented in real settings. However, engaging large classes in immersive laboratory activities may be…
Descriptors: Computer Simulation, Cooperative Learning, Chemistry, Science Education
Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
Meng-Han Tsai – Journal of Civil Engineering Education, 2024
This research describes a case study of an integrated human-computer interaction (HCI) course for construction engineering students using project-based learning and experiential learning cycle methods. To help engineering students keep pace with the increasing use of information technology (IT) in the construction industry, educational…
Descriptors: Design, Thinking Skills, Student Projects, Active Learning
Alkmini Gogou; Kostas Kasvikis – Education 3-13, 2024
The aim of the paper is to analyse and discuss the results of research concerning the development of historical concepts by Greek primary education pupils when engaged in a history game based on ICT. For purposes of the research, an experimental intervention was implemented. It was addressed to 67 pupils aged 10-11 years old, using an application…
Descriptors: Computer Simulation, History Instruction, Technology Uses in Education, Children
Herceg, Ðorde; Herceg, Dejana – Informatics in Education, 2020
Connecting theory and practice in teaching is sometimes difficult, as it requires expensive or delicate equipment, thus limiting the teacher to giving demonstrations in which students are passive participants. Numerical mathematics, as an applied discipline, should be taught on real world examples. By using inexpensive Arduino hardware, we can…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Computer Software
Weidman, Justin; Wright, Geoffrey – Technology and Engineering Teacher, 2019
Construction Education has been dwindling in K-12 classrooms for the past 20 years (Frazier, 2015; Chini, 1999; Jones, 1990). This has led to enrollment issues and professional shortages in the construction industry (Bigelow, 2015). Couple these facts with the call for STEM majors (Painter, 2012), and there is a noteworthy opportunity: combine…
Descriptors: Construction (Process), Technology Education, Elementary Secondary Education, Experiential Learning
Achieving the Dream, 2021
Achieving the Dream (ATD) is one of 12 higher education and digital learning organizations that make up the Every Learner Everywhere (Every Learner) Network, whose mission is to help higher education institutions improve and ensure more equitable student outcomes through advances in digital learning, particularly among poverty-impacted, racially…
Descriptors: Courseware, Introductory Courses, Community Colleges, Computer Uses in Education
Spero, Ken – Learning Professional, 2018
Computer simulations can provide essential practice at making a wide range of decisions facing education leaders, filling gaps in experience with relevant virtual on-the-job training. Simulations can help administrators prepare for difficult conversations about students in crisis, racial tensions, teacher evaluations, and other sensitive topics.…
Descriptors: Computer Simulation, Computer Uses in Education, Educational Technology, Decision Making
Aflalo, Ester; Montin, Revital; Raviv, Ayala – Research in Science & Technological Education, 2020
Background: Outdoor learning and computer-based learning are two different alternatives to in-class conventional teacher-centered learning. Purpose: This study compares the outdoor learning setting with computer-based learning in class. It examines the influence of the two different learning settings on academic achievements, the learning…
Descriptors: Outdoor Education, Educational Technology, Elementary School Students, Grade 3
Mathews, Adam J.; Flynn, K. Colton – Geography Teacher, 2018
Incorporation of Global Navigation Satellite System (GNSS) technology in the classroom has quickly been adopted by instructors in geography and related disciplines because it provides an effective, low-cost, easy-to-use, and hands-on technique to reinforce geographic concepts (Brown 1999). The most frequently utilized GNSS is the Global…
Descriptors: Geography Instruction, Physical Geography, Geographic Information Systems, Experiential Learning
Olson, Joann S., Ed.; Elufiede, Kemi, Ed.; Murray-Lemon, Lauren, Ed. – Adult Higher Education Alliance, 2021
The 45th annual conference of the Adult and Higher Education Alliance (AHEA) was held virtually in March 2021. Papers in these proceedings include the following: (1) An Analysis of the Role of Communities of Practice in Transformational Learning during a Pandemic (Nighet Ahmed and Ava Tabb); (2) Using Children's Literature to Create a Culturally…
Descriptors: Adult Education, Higher Education, Transformative Learning, Communities of Practice
Herber, Daniel R.; Deshmukh, Anand P.; Mitchell, Marlon E.; Allison, James T. – Education Sciences, 2016
This paper presents an effort to revitalize a large introductory engineering course for incoming freshman students that teaches them analytical design through a project-based curriculum. This course was completely transformed from a seminar-based to a project-based course that integrates hands-on experimentation with analytical work. The project…
Descriptors: Engineering Education, College Freshmen, Student Projects, Design
Allison, Barbara N.; Rehm, Marsha L. – Journal of Family and Consumer Sciences, 2016
Online classes have become a popular and viable method of educating students in both K-12 settings and higher education, including in family and consumer sciences (FCS) programs. Online learning dramatically affects the way students learn. This article addresses how online learning can accommodate the sensory learning modalities (sight, hearing,…
Descriptors: Consumer Science, Family Life Education, Electronic Learning, Multisensory Learning
Muoka, Polycarp I.; Haque, Md. Enamul; Gargoom, Ameen; Negnetvitsky, Michael – IEEE Transactions on Education, 2015
This paper presents a new photovoltaic (PV) power systems laboratory module that was developed to experimentally reinforce students' understanding of design principles, operation, and control of photovoltaic power conversion systems. The laboratory module is project-based and is designed to support a renewable energy course. By using MATLAB…
Descriptors: Energy, Laboratory Experiments, Design, Computer Software