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Young, Mark R. – Journal of Instructional Pedagogies, 2018
Cognitive science indicates that the millennial generation's behavior of instant messaging and multitasking may provide inadequate cognitive capabilities for thoughtful processing of experiences that lead to deep learning. This study describes a teaching innovation that explicitly stimulates reflection and critical self-assessment, along with…
Descriptors: Reflection, Intervention, Experiential Learning, Undergraduate Students
Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
Franco Valdez, Ana Dolores; Valdez Cervantes, Alfonso – Journal of Marketing Education, 2018
Building from a theoretical foundation of active learning, this article describes how using a retail laboratory in an educational curriculum can benefit both students and strategic partners. Students work alongside strategic partners, and the retail laboratory enables them to probe and design novel retailing strategies, such as launching new…
Descriptors: Retailing, Marketing, Critical Thinking, Decision Making
Abdel-Maksoud, Nahed F. – International Journal of Education and Practice, 2018
Virtualization technology has been around for many years, and its use is increasingly becoming common in education, in general and in computing fields, in particular. This can be attributed partly to its potential to reduce costs, boost efficiency and overcome limited resources through its virtual applications such as servers, storage devices and…
Descriptors: Electronic Learning, Educational Environment, Educational Quality, Instructional Effectiveness
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning