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Meruyert Seitova; Ziyoda Khalmatova – Turkish Online Journal of Distance Education, 2025
The study's purpose is to reveal the implementer's opinions toward the use of the Station Rotation Model (SRM) of blended learning, in terms of features, challenges and effectiveness of the model including further implementation and suggestions for the station rotation model. A mixed research approach was conducted using qualitative data analysed…
Descriptors: Learning Centers (Classroom), Teaching Methods, Blended Learning, English (Second Language)
van den Beemt, Antoine; van de Watering, Gerard; Bots, Michael – European Journal of Engineering Education, 2023
Increasingly higher education programs are made learner centred and flexible to face societal changes. Challenge-based learning (CBL) is an educational concept shaping these open and flexible programs. This article aims to articulate a framework for analysing CBL characteristics within and between study components in academic curricula. It…
Descriptors: Problem Based Learning, Higher Education, Student Centered Learning, Curriculum Implementation
Katherine Doerr; Jesper Bruun – Science Education, 2024
Seeking to make upper secondary school physics more relevant and engaging, an online collaborative learning curriculum was designed. Each of the curriculum's lessons was structured as a goal-based scenario about human scientists on Mars. Video and audio data from the curriculum's implementation in Denmark was collected. This study utilized the…
Descriptors: Self Concept, Secondary School Students, Physics, Foreign Countries
Zhanxia Yang; Marina Bers – Computer Science Education, 2024
Background and Context: Historically, women have been underrepresented in computer science. To address this gender gap, researchers advocate for high-quality computer science programs for early childhood. Objectives: This study examines gender differences in coding performance before and after implementing a 24-lesson visual programming curriculum…
Descriptors: Gender Differences, Grade 1, Elementary School Students, Programming
Fernández, William E. Poveda; Aguilar-Magallón, Daniel A.; Gómez-Arciga, Adrián – North American Chapter of the International Group for the Psychology of Mathematics Education, 2018
In this study, the elements of the design and results of the implementation of a Massive Open Online Course (MOOC) based on the problem solving and the use of digital technology are analyzed and discussed. The results show that the design of the activities, the intervention of the MOOC design team in the discussion forums and the interaction among…
Descriptors: Problem Solving, Educational Technology, Online Courses, Curriculum Development
Marfisi-Schottman, Iza; George, Sébastien – International Association for Development of the Information Society, 2014
Mobile Collaborative Learning Games combine all the ingredients necessary to attract students' attention and engage them in learning activities. However, designing a coherent scenario that combines mobility, game mechanics and collaborative learning is quite a challenge. In this article, we take the first step by proposing several game patterns…
Descriptors: Cooperative Learning, Electronic Learning, Educational Games, Learning Activities
Elwood, Susan A. – Research in Higher Education Journal, 2014
An inquiry-based, cross-course, collaborative structure is being implemented toward a graduate program's goals of using project-based learning as a consistent, core learning experience in each course cycle. This paper focuses upon the course collaborative structure and the two key forms of assessment used in each collaborative cycle: a progressive…
Descriptors: Online Courses, Cooperative Learning, Student Projects, Active Learning
Urhahne, Detlef; Schanze, Sascha; Bell, Thorsten; Mansfield, Amie; Holmes, Jeff – International Journal of Science Education, 2010
The article presents an analysis of practices in teaching with computer-supported collaborative inquiry learning environments. We describe the role of the teacher in computer-supported collaborative inquiry learning by five principles that span the whole instructional process, from the preparation of the lesson up to the assessment of learning…
Descriptors: Mentors, Foreign Countries, Educational Technology, Teacher Role
Palsole, Sunay; Awalt, Carolyn – New Directions for Teaching and Learning, 2008
Team-based learning (TBL) has been shown to improve student learning in a variety of settings. In a majority of cases, TBL has been implemented in face-to-face formats and occasionally in blended learning formats, which are partially online partially and face-to-face in a classroom. The Sloan Consortium surveys report a steady increase in the…
Descriptors: Distance Education, Online Courses, Asynchronous Communication, Cooperative Learning
Cobb, Aries – Quarterly Review of Distance Education, 2010
In the targeted school in the Cleveland Metropolitan School District, teachers focus on differentiating instruction with technology-based software. Differentiated instruction is the chosen teaching strategy over direct instruction because students and teachers alike prefer to work in cooperative groups while using technology in the classroom.…
Descriptors: Computer Software, Educational Technology, Reading Skills, Internet
Clarke, Suzanne – Educational Research Service, 2009
Project-Based Learning (PBL) connects standards-based content to real-world scenarios through the use of projects to improve student achievement. By engaging students in authentic problems that do not have a predetermined solution, students learn both subject matter and critical 21st-century skills. This "Focus On" addresses what…
Descriptors: Student Projects, Problem Based Learning, Active Learning, Student Motivation
Wishart, Jocelyn; Triggs, Pat – Computers & Education, 2010
In this paper we report on the successes and challenges of a creative project involving museums, schools and interactive technologies. The MuseumScouts project is EU Comenius 2.1 funded and involves teachers, teacher educators, museum staff, students and researchers from five European countries: Germany (Berlin and Munich), Lithuania (Vilnius),…
Descriptors: Adult Students, Museums, Foreign Countries, Educational Technology
Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
Doering, Aaron; Miller, Charles; Veletsianos, George – Quarterly Review of Distance Education, 2008
Adventure learning (AL) is a hybrid distance education approach that provides students with opportunities to explore real-world issues through authentic learning experiences within collaborative learning environments. Within hybrid environments, designers habitually attempt to replicate traditional classroom pedagogy resulting in experiences that…
Descriptors: Electronic Learning, Distance Education, Transformative Learning, Educational Technology
Oshima, Jun; Oshima, Ritsuko; Murayama, Isao; Inagaki, Shigenori; Takenaka, Makiko; Yamamoto, Tomokazu; Yamaguchi, Etsuji; Nakayama, Hayashi – International Journal of Computer-Supported Collaborative Learning, 2006
The purpose of this study is to refine Japanese elementary science activity structures by using a CSCL approach to transform the classroom into a knowledge-building community. We report design studies on two science lessons in two consecutive years and describe the progressive refinement of the activity structures. Through comparisons of student…
Descriptors: Elementary School Science, Science Instruction, Science Activities, Classroom Environment
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