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McGeever, Mark – ProQuest LLC, 2018
Literature has argued that starting new churches is biblical and strategic, requiring the effective equipping of church planters and leaders through adult learning methods (Acts 13:1-4 and 14:20-23; Keller, 2003, p. 1; Reimer, 2016, p. 74). The sobering reality is that about one-third of church plants do not survive (Stetzer & Bird, 2007, p.…
Descriptors: Churches, Adult Learning, Leadership Training, Skill Development
McDonough, Darlene – Journal of Learning in Higher Education, 2014
Malcolm Knowles (2011) indicates that adult learners are most likely to be actively engaged in learning when they are given some choice and control over the learning process. When the curriculum relates to the adult learner's interests, is individualized, and authentic; the adult learner becomes actively engaged in the process by making a…
Descriptors: Adult Learning, Learner Engagement, Blended Learning, Barriers
Lee, Joey J.; Ceyhan, Pinar; Jordan-Cooley, William; Sung, Woonhee – Simulation & Gaming, 2013
The literature on climate change education recommends social, accessible action-oriented learning that is specifically designed to resonate with a target audience's values and worldview. This article discusses GREENIFY, a real-world action game designed to teach adult learners about climate change and motivate informed action. A pilot study…
Descriptors: Educational Games, Climate, Environmental Education, Adult Learning
Jurjus, Rosalyn A.; Krum, Janette; Goldman, Ellen F. – Anatomical Sciences Education, 2013
Medical school curricula are undergoing transformational change in response to calls for integrating content across courses and years to enable better retention and application and for individualizing learning to meet the diverse backgrounds and thus differing needs of students. To address the related teaching challenges, faculty can employ solid…
Descriptors: Medical Education, Anatomy, Science Laboratories, Adult Learning
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2015
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two…
Descriptors: Social Networks, Cognitive Processes, Professional Development, Active Learning
Association Supporting Computer Users in Education, 2018
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Uses in Education, Conferences (Gatherings), College Students, Portfolios (Background Materials)
Jacobson, Erik – Peter Lang New York, 2012
The volume addresses the ways that the field of adult basic education has already been impacted by changes in technology and what needs to happen for learners and teachers to take full advantage of newly developing resources. The analysis is organized around three main themes: Learning, Teaching, and Organizing. Each section reviews relevant…
Descriptors: Adult Basic Education, Multiple Literacies, Computer Literacy, Influence of Technology
Boulden, Walter T. – Adult Basic Education and Literacy Journal, 2008
A two-year evaluation of the Advancing Young Adult Learning (AYAL) project was conducted. AYAL is a professional development process for teachers working with 16- to 24-year-old students preparing for their General Educational Development Test (GED). It combines Youth Cultural Competency (YCC), Project-Based Learning (PBL), and strengths-based…
Descriptors: Educational Development, Student Projects, Graduation Rate, Adult Learning
Kambouri, Maria; Thomas, Siobhan; Mellar, Harvey – Learning, Media & Technology, 2006
Runner is a high-quality educational game designed by the University for Industry (UfI/"learndirect") to attract young adults who find learning in formal educational contexts difficult. A case study evaluation of this novel application of an adventure game genre to literacy learning is discussed, based on observations and interviews in…
Descriptors: Young Adults, Literacy Education, Adult Literacy, Case Studies
Brown, Kathy – TechTrends: Linking Research & Practice to Improve Learning, 2004
Working together and exchanging ideas is inherent in interactive learning. The focus of interactive learning is on what learners believe is important to learn, the various processes learners use to learn and how learners use learning in other settings and situations. Active learning processes that promote reflection, writing, demonstrations,…
Descriptors: Computer Assisted Instruction, Educational Technology, Learning Processes, Adult Learning
Clawson, James G. S.; Haskins, Mark E. – Cambridge University Press, 2006
How can every management class be a dynamic, unforgettable experience? This much-needed book distills over half a century of the authors' combined experience as university professors, consultants, and advisors to corporate training departments. In a lively, hands-on fashion, it describes the fundamental elements in every learning situation,…
Descriptors: Feedback (Response), Learning Theories, Consultants, Training
Falk, John H.; Dierking, Lynn D. – 2002
This book advocates establishing "learning systems" that utilize all the educational resources of communities to connect and extend learning opportunities across a lifetime. The following are among the topics discussed: (1) the essence of lifelong learning and a learning society; (2) how and why people engage in free-choice learning; (3)…
Descriptors: Active Learning, Adolescents, Adult Learning, Age Differences