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Angela S. Kelling; Nicholas J. Kelling – Teaching of Psychology, 2025
Background: Given the increased emphasis on active learning in psychology, it is important to use data to enhance these experiences. In learning courses, both live animals and virtual training laboratories have been found to enhance learning, but less research has examined student preferences. Generally, live rats are preferred, but students may…
Descriptors: Student Attitudes, Preferences, Science Laboratories, Computer Simulation
Ming Wang; Jun Zhan; Tao Hu – Journal of Information Systems Education, 2024
This study introduces a modular teaching framework for business data analytics (BDA) curricula and programs. The framework integrates gamification features of the SAP business processes, ERPsim Games, and SAP data warehousing into the experiential learning of BDA curricula. The pedagogical practices of deploying the framework in an undergraduate…
Descriptors: Business Education, Data Analysis, Gamification, Experiential Learning
Moneera Abdulaziz Alsubaihi – ProQuest LLC, 2024
Societies are increasingly aware of the need to connect and communicate globally. Thus, navigating diverse cultural contexts becomes critical, which necessitates intercultural competence--the skill of effective communication and understanding across cultures. As the digital age reshapes our interactions, online learning platforms have emerged as…
Descriptors: Electronic Learning, Language Acquisition, Learning Activities, Intercultural Communication
Aleshia Hayes; Kevin T. Martinez; Beth Karlin; Patience Wieland; Krisstal Clayton; Iqbal Rubaiyat – International Journal on E-Learning, 2024
VR has been widely acknowledged for its capacity to allow perspective-taking, increase empathy, engage learners, and facilitate experiential learning; however, the availability, accessibility, and limitations of the content have slowed implementation. One instance of this can be seen in implementing XR content to engage global citizens with…
Descriptors: Computer Simulation, Visual Aids, Video Technology, Behavior Change
Marissa E. Tousley; Ariana M. Dyer; Michael J. Grzenda; Dylan A. Kovacevich; Jonathan P. Singer – Journal of Chemical Education, 2023
Laboratory research experiences can be an important part of the training process for STEM professionals, but barriers exist that can prevent broad access to these opportunities. Virtual Research Group (VRG) modules, which use data curated from the scientific literature to simulate aspects of the research process, provide a scalable alternative to…
Descriptors: Group Instruction, STEM Education, Laboratory Experiments, Secondary School Science
Katie Willocks; Julia Rouse – Action Learning: Research and Practice, 2024
Amid the backdrop of the global pandemic and other complex societal and organizational challenges, the demand for proficient people management skills among managers and leaders has become increasingly urgent. The ensuing narrative offers an account of a leadership development initiative tailored for line managers and delivered amid the pandemic.…
Descriptors: Leadership Training, Electronic Learning, Experiential Learning, COVID-19
Greenhaw, Laura L.; Bastian, Kenzie J.; Hurdle, J. Clay – Journal of Leadership Education, 2023
COVID-19, by all accounts, forced higher education to shift to distance delivery. As a result, faculty attempted to innovate and integrate new teaching methods as courses moved online. We utilized an online, virtual reality game to teach team decision-making as a function of leadership. In teams, learners worked cooperatively, making decisions and…
Descriptors: Electronic Learning, Experiential Learning, Leadership Training, COVID-19
Joe Campbell; Kylienne Shaul; Kristina M. Slagle; David Sovic – International Journal of Sustainability in Higher Education, 2024
Purpose: Prior research suggests that collaboration is key to sustainable community development and environmental management, and peer-to-peer learning (P2PL) may facilitate community building and collaborative learning skills. This study aims to examine the effect of P2PL on the enhancement of environmental management and sustainable development…
Descriptors: Community Development, Sustainable Development, Electronic Learning, In Person Learning
Liu, Chiung-Lin – Interactive Learning Environments, 2017
This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…
Descriptors: Undergraduate Students, Control Groups, Experimental Groups, Questionnaires
Lee, Stella; Barker, Trevor; Kumar, Vivekanandan Suresh – Educational Technology & Society, 2016
It is a hard task to strike a balance between extents of control a learner exercises and the amount of guidance, active or passive, afforded by the learning environment to guide, support, and motivate the learner. Adaptive systems strive to find the right balance in a spectrum that spans between self-control and system-guidance. They also concern…
Descriptors: Foreign Countries, Undergraduate Students, Student Centered Learning, Independent Study
Guthrie, Kathy L.; McCracken, Holly – Journal of Computing in Higher Education, 2014
This article explores the use of critical reflection to facilitate the construction of knowledge resulting from participation in e-service-learning courses. Such an instructional approach integrates an interdisciplinary curricular framework with site-specific service-learning opportunities resulting in an environment richer and more accessible…
Descriptors: Reflection, Service Learning, Electronic Learning, Interdisciplinary Approach
Miller, Charles – Distance Education, 2011
The purpose of this study has been to examine the impacts of aesthetic design on learner experience in an e-assessment environment, specifically on cognitive load and task performance. Sixty-six postsecondary students were randomly assigned to one of two aesthetic design configurations of the e-assessment environment: (1) an environment with low…
Descriptors: Experiential Learning, Aesthetics, Evaluation, Cognitive Processes
Schutt, Stefan; Linegar, Dale – International Journal of Virtual and Personal Learning Environments, 2013
The authors' team has been working with virtual worlds since 2006, deploying them in diverse contexts including secondary schools, special schools, vocational education and training, higher education and the community sector. Here the authors outline their operational experience of the complex web of interrelated factors involved in running…
Descriptors: Virtual Classrooms, Learning Experience, Experiential Learning, Performance Factors
Harris, Robert John – Journal of European Industrial Training, 2009
Purpose: The implementation of e-learning can help SMEs to develop skills to cope with their operational environments, but current literature suggests they are not effectively engaged, partly due to a lack of understanding and mistrust of vendors. This paper considers the potential for a more effective transfer of marketing knowledge to firms…
Descriptors: Interpersonal Relationship, Interaction, Learning Experience, Foreign Countries
Pfeiffer, Vanessa D. I.; Gemballa, Sven; Jarodzka, Halszka; Scheiter, Katharina; Gerjets, Peter – ALT-J: Research in Learning Technology, 2009
This study focuses on learning about fish biodiversity via mobile devices in a situated learning scenario. Mobile devices do not only facilitate relating the presented information to the real world in a direct way; they also allow the provision of dynamic representations on demand. This study asks whether mobile devices are suited to support…
Descriptors: Electronic Learning, Animals, Field Trips, Biodiversity
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