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Showing 1 to 15 of 19 results Save | Export
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Xiaojing Weng; Thomas K. F. Chiu – Journal of Research on Technology in Education, 2024
Students' perceived competencies may reflect dispositions to trigger and enhance engagement acts and promote engagement benefits. Although perceived competencies and engagement acts are significant resources in STEM learning, their relationships remain unclear. Accordingly, we applied the transactional model of engagement (TME) to examine these…
Descriptors: STEM Education, Secondary School Students, Foreign Countries, Learner Engagement
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Sreejun, Surang; Chatwattana, Pinanta – Journal of Education and Learning, 2023
The objectives of this research are (1) to study and synthesise the conceptual framework of the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products and digital empathy, (2) to develop the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products…
Descriptors: Inquiry, Computer Simulation, Creativity, Empathy
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Xun Ge; Kyungwon Koh; Ling Hu – Educational Technology Research and Development, 2024
A qualitative study was conducted in a secondary school to evaluate student learning processes and outcomes by examining their inquiry questions, journals, and maker artifacts in a curriculum-based maker learning environment supported by the Guided Inquiry Design (GID). Thirteen 8th-grade students in a suburban middle school in the southwest of…
Descriptors: Secondary School Students, Grade 8, Active Learning, Inquiry
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Songkram, Noawanit; Chootongchai, Suparoek – Education and Information Technologies, 2020
In today's society, innovation and creativity are needed in many areas, Unfortunately, graduated students miss out on employment opportunities due to a lack of creativity (Bateman 2013). Base on literature review, classroom observation and administrator s' feedback, there are three areas to support student 's creativity: Learner Engagement,…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Innovation
Paniagua, Alejandro; Istance, David – OECD Publishing, 2018
Pedagogy is at the heart of teaching and learning. Preparing young people to become lifelong learners with a deep knowledge of subject matter and a broad set of social skills requires a better understanding of how pedagogy influences learning. Focusing on pedagogies shifts the perception of teachers from technicians who strive to attain the…
Descriptors: Teacher Role, Educational Innovation, Teaching Methods, Creativity
OECD Publishing, 2018
It is generally acknowledged that the quality of an educational system depends upon the quality of its teachers. In focusing on the importance of pedagogies it is possible to argue that to help students meet new educational challenges, teachers need to reflect upon and update their repertoire of practices. Preparing young people to meet new…
Descriptors: Educational Innovation, Blended Learning, Video Games, Thinking Skills
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Göçen, Ahmet; Eral, Sümeyye Hatice; Bücük, Mustafa Hakan – International Journal of Contemporary Educational Research, 2020
Despite the uncertainty in the rapidly changing world, many countries expect their educational institutions to be ready for the future. To meet these expectations, educational policymakers bring in new changes. One of these transformational changes is the "Future Classroom Lab (FCL)," coordinated by the European Schoolnet with 15…
Descriptors: Teacher Attitudes, 21st Century Skills, Educational Environment, Educational Technology
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Rubin, Jim – Journal of Educational Multimedia and Hypermedia, 2013
WebQuests have been a popular alternative for collaborative group work that utilizes internet resources, but studies have questioned how effective they are in challenging students to use higher order thinking processes that involve creative problem solving. This article explains how different levels of inquiry relate to categories of learning…
Descriptors: Internet, Problem Solving, Creativity, Computer Uses in Education
Holm, Jennifer, Ed.; Megroureche, Charlotte, Ed. – Canadian Mathematics Education Study Group, 2022
With COVID-19 continuing to make meeting face-to-face impossible, the Canadian Mathematics Education Study Group/Groupe Canadien d'Étude en Didactique des Mathématiques (CMESG/GCEDM) executive decided that, for the first time, the CMESG/GCEDM meeting would be held virtually. By necessity, the program had to be much compressed with no topic…
Descriptors: Mathematics Education, Foreign Countries, COVID-19, Pandemics
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Yang, Chien-Hui; Tzuo, Pei-Wen; Higgins, Heidi; Tan, Clarence Puay Yon – Journal of College Teaching & Learning, 2012
Under the current trend of globalization and economic dynamics, the accountability of our educational systems is being seriously tested. In response to the demands of the future, the Ministry of Education (MOE) in Singapore has wisely proposed several initiatives to promote the integration of Information and Communication Technology (ICT) in…
Descriptors: Educational Technology, Motivation, Foreign Countries, Inquiry
Jansen, Barbara A. – Library Media Connection, 2011
As the national educational organizations' standards evolve from students mastering discrete skills to demonstrating broad learning behaviors, often referred to as 21st century learning skills, pedagogy is slowly shifting from teacher- and textbook-centered dissemination of facts and information to student-centered construction of learning and…
Descriptors: Inquiry, Active Learning, Position Papers, Educational Technology
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Ching, Dixie – Cultural Studies of Science Education, 2012
Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may…
Descriptors: Instructional Design, Constructivism (Learning), Expertise, Video Games
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Yang, Chien-Hui; Tzuo, Pei Wen; Komara, Cecile – Journal of College Teaching & Learning, 2011
Developed by Dodge (1995), WebQuest is an inquiry-based teaching tool, in which students of all ages and levels participate in an authentic task that use pre-designed, pre-defined internet resources, though other print resources can also be used. Learners will put the focus on gathering, summarizing, synthesizing, and evaluating the information…
Descriptors: Creativity, Technology Uses in Education, Inquiry, Active Learning
Butin, Dan W.; Biehle, James T.; Motz, LaMoine L.; West, Sandra S. – National Clearinghouse for Educational Facilities, 2009
The National Research Council's "National Science Education Standards" call for science education to be "developmentally appropriate, interesting, and relevant to students' lives, emphasize student understanding through inquiry, and be connected with other school subjects." This description captures the three major trends in science education…
Descriptors: Educational Facilities Design, Student Projects, Technology Integration, Active Learning
Glass, Don; Henderson, Bill; Barnum, Leah; Kronenberg, Deborah; Blair, Kati; Jenkins, Richard; Hurel, Nicole Agois – Online Submission, 2010
The purpose of this publication is to share models and case examples of the process of inclusive arts curriculum design and evaluation. The first section explains the conceptual and curriculum frameworks that were used in the analysis and generation of the featured case studies (i.e. Understanding by Design, Differentiated Instruction, and…
Descriptors: Educational Strategies, Learning Theories, Curriculum Design, Educational Technology
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