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A Gamified Method for Construction Engineering Education: Learning through Guided Active Exploration
Mohammad Ilbeigi; Diana Bairaktarova; Romina Ehsani – Journal of Civil Engineering Education, 2024
Experiential learning through active exploration can play a vital role in fostering critical thinking and problem-solving skills in engineering education. However, the complex nature of the construction industry in the 21st century cannot afford an education through trial and error in a real environment. This case study aims to promote…
Descriptors: Gamification, Educational Games, Engineering Education, Active Learning
Ibrahim, Ahmed; Ford, Vitaly – Journal of Cybersecurity Education, Research and Practice, 2021
DETERLab is a cluster environment that provides a set of virtual machines that can be used by researchers and teachers to run cybersecurity experiments and competitions, and where it is possible to deploy different network configurations to research attack and defense mechanisms in the cyber world. While we were working to develop a pathway for…
Descriptors: Information Security, Computer Security, Educational Resources, Active Learning
Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
Nazi Homayounnasab; Peter Adam Hoeher; Sandra Hansen – Journal of STEM Education: Innovations and Research, 2024
This paper deals with an integration of STEM education and project-based learning (PBL) by introducing a hybrid hardware/software-based learning platform covering eight learning units. PBL not only bridges the gap between theory and practice, but also focuses on improving students' soft skills, which is important as they prepare for further…
Descriptors: STEM Education, Active Learning, Student Projects, Technology Integration
Zhang, Ling; Carter, Richard Allen; Qian, Xueqin; Yang, Sohyun; Rujimora, James; Wen, Shuman – British Journal of Educational Technology, 2022
This paper aimed to provide a holistic view of research that investigated online learning in higher education around the globe during COVID-19 utilizing a bibliometric analysis. The researchers used co-citation analysis and text mining afforded by VOSviewer to document and analyze research patterns and topics reported in peer-reviewed documents…
Descriptors: Bibliometrics, Citation Analysis, Electronic Learning, Higher Education
Carr, David L.; Allgrunn, Michael; Birkeland, Kathryn – Journal of College Teaching & Learning, 2018
This active learning exercise demonstrates the fundamental problem in economics that resources are scarce, while wants are relatively infinite. Students are exposed to four mechanisms for rationing scare resources: markets, queue, coupons, and lottery. An Apple iPad® pre-loaded with music, videos, and games is used as the good to be rationed. The…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
Counselman-Carpenter, Elisabeth A. – Journal of Social Work Education, 2019
The flipped classroom, with its focus on student-centered learning and active student engagement, is a growing trend in social work education. This article presents an innovative way of delivering practice content through the flipped classroom model, which can be adapted for any level of social work education. It walks readers through the steps of…
Descriptors: Graduate Students, Masters Programs, Caseworkers, Social Work
Padilla Rodriguez, Brenda Cecilia, Ed.; Armellini, Alejandro, Ed. – IGI Global, 2021
Active blended learning (ABL) is a pedagogical approach that combines sensemaking activities with focused interactions in appropriate learning settings. ABL has become a great learning tool as it is easily accessible online, with digitally rich environments, close peer and tutor interactions, and accommodations per individual learner needs. It…
Descriptors: Active Learning, Blended Learning, Cooperative Learning, Experiential Learning
Hwang, Gwo-Jen; Chang, Shao-Chen; Chen, Pei-Ying; Chen, Xiang-Ya – Educational Technology Research and Development, 2018
Engaging students in real-world learning contexts has been identified by educators as being an important way of helping them learn to apply what they have learned from textbooks to practical problems. The advancements in mobile and image-processing technologies have enabled students to access learning resources and receive learning guidance in…
Descriptors: Active Learning, Learner Engagement, Educational Technology, Technology Uses in Education
Smith, Delmer; Louwagie, Nancy – Community College Journal of Research and Practice, 2017
Vacuum and thin film technologies are critical to advanced manufacturing industries. With a grant from the National Science Foundation (DUE #14004080), Normandale Community College has developed courses that are delivered online and via telepresence to provide a formal education to vacuum technician students around the country. Telepresence…
Descriptors: Delivery Systems, Online Courses, Technical Education, Classroom Techniques
García-Sánchez, Soraya; Luján-García, Carmen – Computer Assisted Language Learning, 2016
This article explores the implementation of experiential learning affordances to improve skills in English as a Foreign Language (EFL) in higher education. The administration of an online anonymous survey to 100 students of different undergraduate degrees presents current learning reflections from EFL students at the Universidad de Las Palmas de…
Descriptors: Foreign Countries, Experiential Learning, English (Second Language), Second Language Instruction
Bonometti, Stefano – International Journal of Web-Based Learning and Teaching Technologies, 2017
The aim of this paper to reflect on the definition of a cross-media learning environment by analyzing two training approaches to the professional development of teachers. The first approach centers around curricular internships as training for future teachers, the second focuses on professional development for teachers in service. The aim of the…
Descriptors: Educational Technology, Technology Uses in Education, Faculty Development, Internship Programs
Yavuzcan, H. Güçlü; Sahin, Damla – Design and Technology Education, 2017
In industrial design (ID) education, mechanics-based courses are mainly based on a traditional lecture approach and they are highly abstract for ID students to comprehend. The existing studies highlight the requirement of a new approach for mechanics-based courses in ID departments. This study presents a combined teaching model for mechanisms…
Descriptors: Industry, Design, Teaching Methods, Active Learning
Aji, Chadia Affane; Khan, M. Javed – Journal of College Teaching & Learning, 2015
Student engagement is an essential element for learning. Active learning has been consistently shown to increase student engagement and hence learning. Hands-on activities are one of the many active learning approaches. These activities vary from structured laboratory experiments on one end of the spectrum to virtual gaming environments and to for…
Descriptors: Computer Simulation, Experiential Learning, Teaching Methods, Undergraduate Students
Ogata, Hiroaki; Hou, Bin; Li, Mengmeng; Uosaki, Noriko; Mouri, Kosuke; Liu, Songran – Educational Technology & Society, 2014
A Ubiquitous Learning Log (ULL) is defined as a digital record of what a learner has learned in daily life using ubiquitous computing technologies. In this paper, a project which developed a system called SCROLL (System for Capturing and Reusing Of Learning Log) is presented. The aim of developing SCROLL is to help learners record, organize,…
Descriptors: Electronic Publishing, Diaries, Educational Technology, Case Studies