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Rich Whitney – New Directions for Student Leadership, 2024
Drawing on Kolb's experiential learning theory, this article offers practical and ready-to-use ideas that can be implemented into trainings to transform them into interactive experiences for students. By blending practical exercises with the power of theory, trainers can harness their creative ideas to craft dynamic training sessions that not only…
Descriptors: Experiential Learning, Learning Theories, Blended Learning, Creative Teaching
Nana Yaw B. Agyeman; Venessa Vela Aphane – Journal of Research Initiatives, 2025
The use of interactive learning methods is considered crucial in equipping university students with critical skills. This could successfully deal with, and address issues encountered in real-world contexts. It has been noted that most first-year university students often face challenges adjusting to university life due to their background. The…
Descriptors: Critical Thinking, College Freshmen, Thinking Skills, Skill Development
Guanrong Dai; Xiaofang Yuan; Yu Wu – International Journal of Art & Design Education, 2025
Most of the museum's family digital interactive programmes are designed for children, and research regarding the family as a learning unit is lacking. Towards this end, we have been exploring how digital resources exist within the family museum experiential learning process and how it can be tailored to support adult groups participating through…
Descriptors: Family Relationship, Experiential Learning, Museums, Interaction
Hamed Hosseini Zarrabi; Morteza Rezaei-Zadeh; Abasalt Khorasani – Technology, Pedagogy and Education, 2024
While effective interaction is the most important element of any learning environment, its importance in e-learning has been often ignored. As a result, many e-learning environments suffer from lack of impactful interactions, leading to diminished student engagement. This study aims to address this gap by investigating methods to optimise…
Descriptors: Teaching Methods, Problem Solving, Interaction, Electronic Learning
Annica Gullberg; Kristina Andersson; Jenny Ivarsson; Henni Söderberg – Journal of Technology Education, 2025
Practical activities are at the core of learning in both engineering and science education programs. Hence, such activities are included as important practical learning experiences in each of these fields. During such learning experiences students are confronted by many different entities, from simple equipment to advanced instrumentation, all of…
Descriptors: Engineering Education, Learning Activities, Psychological Patterns, Learning Processes
Karahasanovic, Amela; Culén, Alma Leora – Interactive Technology and Smart Education, 2023
Purpose: This study aims to propose a service-dominant logic (S-DL)-informed framework for teaching innovation in the context of human--computer interaction (HCI) education involving large industrial projects. Design/methodology/approach: This study combines S-DL from the field of marketing with experiential and constructivist learning to enable…
Descriptors: Student Projects, Active Learning, Man Machine Systems, Interaction
Pi-Sui Hsu; Eric Monsu Lee; Thomas J. Smith – Educational Technology Research and Development, 2024
The purpose of this qualitative case study was to explore how youth's engineering identity has changed in the process of productive struggle in Making activities in the Midwestern U.S in a summer program. The researchers conducted focus-group interviews, and also administered an Engineering Identity survey as well as the Draw an Engineer Test to…
Descriptors: Engineering Education, Self Concept, Youth, Summer Programs
Laura E. Landon; Camri Pratt; Megan Reis – InSight: A Journal of Scholarly Teaching, 2025
Well-being plays a critical role in student performance and engagement. The purpose of this pilot study is to describe an active and experiential learning activity and examine its effect on promoting well-being in a convenience sample of graduate students. The results of this study demonstrated that the active and experiential learning…
Descriptors: Active Learning, Well Being, Experiential Learning, Mental Health
Vasiliki Brinia; Aris Plios; Paraskevi Psoni – International Journal of Learning and Change, 2024
Playfulness as a learning technique is applied into the present research in a group of adult learners. Initially, a game scenario was designed and implemented for the subject of microeconomics. Following a qualitative research methodology, through observation and interviews with ten participants before and after the playful activity, the results…
Descriptors: Play, Game Based Learning, Microeconomics, Learning Activities
Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
Audra Skukauskait; Cristina Saenz; Michelle Sullivan; Katrina Hull; Jazmin Morales Rodriguez – Interdisciplinary Journal of Problem-based Learning, 2023
One educational approach aligned with problem-based learning (PBL) is invention education (IvE). Both PBL and IvE place an emphasis on resolving practical problems experienced by real people while engaging students in hands-on learning. In this interactional ethnographic study we examined the networks that supported a high school team and their…
Descriptors: Networks, Problem Based Learning, Intellectual Property, Experiential Learning
Lakshminarayanan, Srinivasan; Rao, N. J.; G. K., Meghana – Higher Education for the Future, 2021
The introductory programming course, commonly known as CS1 and offered as a core course in the first year in all engineering programs in India, is unique because it can address higher cognitive levels, metacognition and some aspects of the affective domain. It can provide much needed transformative experiences to students coming from a system of…
Descriptors: Transformative Learning, Mastery Learning, Computer Science Education, Programming
Li, Yanan; Krause, Samantha; McLendon, Aidan; Jo, Injeong – Journal of Geography in Higher Education, 2023
Field-based education is interactive, hands-on, and based on real world experience and methodology, and during the COVID-19 pandemic, it has faced special challenges. As many institutions may struggle to maintain this vital component of geographic education, this resource paper aims to illustrate the impacts of the pandemic and provide some…
Descriptors: Geography Instruction, COVID-19, Pandemics, Field Experience Programs
Josefina Villamil Tinajero; Song An; Robert J. Tinajero – Journal of Latinos and Education, 2024
This study offered a group of preservice bilingual generalists' opportunities for one semester to engage in a unique form of professional development that merged authentic field experiences with direct interaction with parents and families of ELs. Specifically, the study investigated how Hispanic pre-service teachers' self-efficacy and…
Descriptors: Preservice Teachers, Preservice Teacher Education, Self Efficacy, Parent Participation
Lili Zhou – Afterschool Matters, 2025
Despite the success of informal STEM programs, one ongoing challenge is sustaining learners' interest beyond the programs' initial impact (Morris et al., 2019). Although some longitudinal studies suggest that such programs can have a lasting impact on girls in STEM (e.g., McCreedy & Dierking, 2013), further research is needed to identify the…
Descriptors: After School Programs, STEM Education, Females, Womens Education

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