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Willness, Chelsea; Bruni-Bossio, Vince – Journal of Higher Education Outreach and Engagement, 2017
Integrating literature on entrepreneurial business models and community-based experiential learning, we propose a new framework to advance the practice of curriculum innovation. Grounded in principles of design thinking, the curriculum innovation canvas provides a human-centered, collaborative, and holistic platform for instructors, curriculum…
Descriptors: Curriculum Design, Curriculum Development, Design Preferences, Entrepreneurship
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Delise, Lisa A.; Mello, Abby L. – Management Teaching Review, 2017
The Widget design task is an in-class, experiential exercise that affords students the opportunity to develop interpersonal skills in group negotiation. Students engage in new product design in committees of two dyads where one dyad represents Consumer Research and the other represents Strategic Management. Task information creates different…
Descriptors: Experiential Learning, Interpersonal Competence, Skill Development, Conflict Resolution
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Bong, Hyeon-Cheol; Cho, Yonjoo; Kim, Hyung-Sook – Action Learning: Research and Practice, 2014
As the number of organizations implementing action learning increases, both successful and failed cases also increase in action learning practice in South Korea. Existing studies on action learning have listed key success factors of action learning at the program level or at the team level but have not paid sufficient attention to the program…
Descriptors: Experiential Learning, Instructional Design, Design Preferences, Models
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Deutschmann, Mats; Panichi, Luisa – International Journal of Virtual and Personal Learning Environments, 2013
This paper presents some of the overall frameworks and models for language learning that were used under Avalon (Access to Virtual and Action Learning live ONline), an EU co-funded project aimed at developing language-learning scenarios in virtual worlds. The introduction and background summarize some of the theories that constitute the starting…
Descriptors: Virtual Classrooms, Computer Simulation, Computer System Design, Models
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Wiggins, Bradley E. – Simulation & Gaming, 2012
The growing need for intercultural literacy in an increasingly interconnected and computer-mediated world contrasts with the dearth of investigation in best practices when designing simulations aimed at improving intercultural communication. Synthetic cultures inspired by real-world cultural traits, problem-based learning, and a social…
Descriptors: Electronic Learning, Constructivism (Learning), Intercultural Communication, Cultural Traits
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Read, Marilyn A.; Owens, Nancy J. – Journal of Family and Consumer Sciences, 2011
This experiential teaching method demonstrates students' enhanced understanding of the influences that cross-cultural perspectives have on the interior design of the home and is achieved through research and application of elements of assimilation and acculturation in the United States. Knowledge of human factors, family dynamics, geographic…
Descriptors: Interior Design, Multicultural Education, Experiential Learning, Cultural Context
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Ferrara, Victoria M. – Journal of Continuing Higher Education, 2010
Portfolio assessment is a valid and reliable method to assess experiential learning. Developing a fully online portfolio assessment program is neither easy nor inexpensive. The institution seeking to take its portfolio assessment program online must make a commitment to its students by offering the technologies most suited to meet students' needs.…
Descriptors: Portfolios (Background Materials), Portfolio Assessment, Experiential Learning, Program Effectiveness
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Marienau, Catherine; Reed, Susan C. – New Directions for Adult and Continuing Education, 2008
Careful course design sets the stage for effective learning, whether in a formal or informal setting. Designers of learning experiences seek a balance among several learning objectives that compete for time in the classroom and for space on the syllabus. The nature of community based learning with adults multiplies the design decisions that must…
Descriptors: Experiential Learning, Adult Learning, Curriculum Design, Instructional Design
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Scott, Elsje – Journal of Information Technology Education, 2008
The Computing Curricula (2005) place Information Systems (IS) at the intersection of exact sciences (e.g. General Systems Theory), technology (e.g. Computer Science), and behavioral sciences (e.g. Sociology). This presents particular challenges for teaching and learning, as future IS professionals need to be equipped with a wide range of…
Descriptors: Experiential Learning, Information Systems, Systems Development, Foreign Countries
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Gijbels, David; Dochy, Filip – Educational Studies, 2006
The purpose of this paper is to gain insight into the relationships between hands-on experiences with formative assessment, students' assessment preferences and their approaches to learning. The sample consisted of 108 university first-year Bachelor's students studying criminology. Data were obtained using the "Revised two-factor study…
Descriptors: Program Effectiveness, Formative Evaluation, Student Evaluation, Experiential Learning
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Kuhn, Jeffrey S.; Marsick, Victoria J. – Action Learning: Research and Practice, 2005
This article lays out a model of action learning for catalyzing strategic innovation in mature organizations that are faced with a new competitive playing field. Central to this model is the development of a set of sophisticated cognitive capabilities--sensemaking, strategic thinking, critical thinking, divergent thinking, conceptual capacity and…
Descriptors: Strategic Planning, Innovation, Experiential Learning, Training Methods
Dennen, Vanessa Paz; Branch, Robert C. – 1995
Virtual reality is an immersive, interactive medium that manipulates the senses in order provide users with simulated experiences in computer-generated worlds. The visual design of virtual reality is an important issue, but literature has tended to stress the medium's instructional potential rather than setting forth a protocol for designing…
Descriptors: Computer Assisted Instruction, Computer Simulation, Constructivism (Learning), Design Preferences
Hawley, Chandra L.; Duffy, Thomas M. – 1998
This paper presents a model for designing computer-based simulation environments within a constructivist framework for the K-12 school setting. The following primary criteria for the development of simulations are proposed: (1) the problem needs to be authentic; (2) the cognitive demand in learning should be authentic; (3) scaffolding supports a…
Descriptors: Banking, Computer Assisted Instruction, Computer Simulation, Computer Software Development
Jones, Marshall G. – 1998
A difficult task in creating rich, exploratory interactive learning environments is building an environment that is truly engaging. Engagement can be defined as the nexus of intrinsic knowledge and/or interest and external stimuli that promote the initial interest in, and continued use of a computer-based learning environment. Complete and total…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Interfaces, Computer Software Development