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Showing 1 to 15 of 30 results Save | Export
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D. J. Kelly-Quattrocchi; Sarah Kutten; Jonathan Kroll; Miguel Salinas – New Directions for Student Leadership, 2024
While many student leadership educators facilitate trainings, research has shown most never actually learn how to design and deliver impactful experiences. This article provides a proven framework for consistently designing and delivering high-impact, high-engagement, and high-enjoyment trainings that leverage experiential learning and reflective…
Descriptors: Design, Experiential Learning, Discussion, Reflection
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Mahnaz Moallem; Folashade Agbolade – International Association for Development of the Information Society, 2024
Virtual reality (VR) is a computer-generated three-dimensional environment representing the real or imaginary world with the virtual world through various sensory channels. The multisensory immersion feature of VR (Immersive VR-I-VR) reduces the user's awareness of what is happening in the surroundings. The use of immersive virtual reality…
Descriptors: Computer Simulation, Cultural Awareness, Technology Uses in Education, Culturally Relevant Education
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Nyenhuis, Robert; Gellers, Joshua C. – Journal of Political Science Education, 2023
This article describes the results of an experiential learning activity conducted at Cal Poly Pomona (CPP) and the University of North Florida (UNF). The activity formed the basis for an assignment required for class credit in a course titled "Politics of the Developing Areas" ("Politics of Developing Countries" at UNF). The…
Descriptors: Poverty, Experiential Learning, Educational Benefits, Learning Activities
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Schechtel, Shauna; Mozol, Vivian; Clapson, Marissa; Gilbert, Brian; Tran, Judy; White, Stephen – Papers on Postsecondary Learning and Teaching, 2020
In the modern post-secondary classroom, there is a push for more experiential and active learning activities for students. A variety of benefits such as engagement, improved learning and self regulated learning have ensued with these different types of learning. Studies regarding these benefits have mostly centered on experiences carefully…
Descriptors: Experiential Learning, Learner Engagement, Student Empowerment, Reflection
Goehlert, Timothy T. – ProQuest LLC, 2022
When both students and teachers are disengaged, there is an impact at the class level and on the larger educational community. Thus, examining experiential methods that spark professor interest and passion as well as engage students is beneficial for faculty development, student learning, and institutional improvement. This thematic analysis…
Descriptors: Game Based Learning, College Faculty, Teacher Attitudes, Best Practices
Colvin, Natasha R. – ProQuest LLC, 2019
Background: Nurse educators have an obligation to ensure that students learn, develop, and apply higher-order cognitive skills. New graduates are expected to practice at a higher performance level in order to care for more complex patients, yet barriers to clinical education, such as securing clinical sites, have made it difficult for nurse…
Descriptors: Transfer of Training, Simulation, Nursing Education, Reflection
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Khumairoh, Uma; Lantinga, Egbert A.; Suprayogo, Didik; Schulte, Rogier P. O.; Groot, Jeroen C. J. – Journal of Agricultural Education and Extension, 2019
Purpose: Complex rice systems (CRSs) are polycultures of plants and animals that enhance ecological processes contributing to sustainable and profitable farming systems. However, the contextual management complexity can hamper adoption, despite the large long-term benefits that CRSs offer. This paper aimed to provide a method that encourages…
Descriptors: Agricultural Occupations, Adoption (Ideas), Agricultural Education, Group Instruction
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Sugahara, Satoshi; Lau, David – Journal of Education for Business, 2019
The authors examine the determinants of the effective implementation of game-based learning (GBL) for experiential learning. They focus on the successful GBL initiative called Management Game (MG) and adopt the theory-driven deductive thematic analysis approach of Boyatzis along with the Matsuo model as theoretical rationale. Overall, the findings…
Descriptors: Game Based Learning, Experiential Learning, Accounting, Educational Games
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Mantle, Melissa Jane Hannah – Research in Education, 2019
Student teachers in England are expected to learn from experience in order to become reflective practitioners and to achieve Qualified Teacher Status. This study is a qualitative project studying whether and how different reflective learning activities introduced into a postgraduate teacher training programme promote reflection and increase the…
Descriptors: Reflection, Learning Activities, Teacher Education Programs, Foreign Countries
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Deer, Shannon; Simpson, Nancy – Journal of Management Education, 2020
Undergraduate students enrolled in a large research university walked 500 miles on the Camino de Santiago (Camino) as a culminating experience of a course designed to foster high-impact learning, specifically learning about themselves as leaders and global citizens. The purpose of this qualitative study was to explore undergraduate students'…
Descriptors: Undergraduate Students, Research Universities, Course Descriptions, Self Concept
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Olney, Tom; Piashkun, Siarhei – Journal of Interactive Media in Education, 2021
Throughout 2020, and into 2021, national governments were forced at different times to impose 'lockdown' on traditional approaches to education to cope with the impact of COVID-19. Higher education institutions (HEI) with face-to-face models scrambled to 'pivot' to distance and online learning. Whilst originally conceived as a temporary measure,…
Descriptors: Faculty Development, Higher Education, Teaching Methods, COVID-19
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Butler, Clare – Accounting Education, 2016
This paper describes the development of the Probability Evaluation Game (PEG): an innovative teaching instrument that emphasises the sophistication of listening and highlights listening as a key skill for accounting practitioners. Whilst in a roundtable format, playing PEG involves participants individually evaluating a series of probability terms…
Descriptors: Accounting, Probability, Educational Games, Listening Skills
van der Loo, Janneke; Krahmer, Emiel; van Amelsvoort, Marije – International Association for Development of the Information Society, 2016
In this paper we present preliminary results on a study on the effect of instructional method (observational learning and learning by doing) and reflection (yes or no) on academic text quality and self-efficacy beliefs. 56 undergraduate students were assigned to either an observational learning or learning-by-doing condition, with or without…
Descriptors: Academic Discourse, Writing Instruction, Teaching Methods, Observational Learning
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Baker, Marshall A.; Brown, Nicholas R.; Blackburn, J. Joey; Robinson, J. Shane – Journal of Agricultural Education, 2014
The purpose of this experimental study was to determine the effects of order of abstraction and type of reflection on student knowledge acquisition. Students were assigned randomly to one of four treatment combinations in the completely randomized 2 x 2 design which included either abstraction prior to or directly after an experience, and either…
Descriptors: Experiential Learning, Abstract Reasoning, Reflection, Knowledge Level
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Browne, Laurie P.; Roll, Susan – Journal of Experiential Education, 2016
Poverty simulations are a promising approach to engaging college students in learning about poverty because they provide direct experience with this critical social issue. Much of the extant scholarship on simulations describe them as experiential learning; however, it appears that educators do not examine biases, assumptions, and traditions of…
Descriptors: Poverty, Simulation, College Students, Learner Engagement
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