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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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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Zhisheng Chen – Interactive Learning Environments, 2024
This study aims to explore how the Metaverse platform could be applied to the field of online education, the benefits it brings, and the challenges posed by the application of Metaverse to online education. The study analyzes the benefits of immersive learning brought about by Metaverse and its potential to save education costs, enhance efficiency…
Descriptors: Technology Uses in Education, Electronic Learning, Artificial Intelligence, Cost Effectiveness
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Hasnine, Mohammad Nehal; Ogata, Hiroaki; Akçapinar, Gökhan; Mouri, Kousuke; Kaneko, Keiichi – International Journal of Distance Education Technologies, 2020
In ubiquitous learning, authentic experiences are captured and later reused as those are rich resources for foreign vocabulary development. This article presents an experiential theory-oriented approach to the design of learning analytics support for sharing and reusing authentic experiences. In this regard, first, a conceptual framework to…
Descriptors: Experiential Learning, Learning Analytics, Vocabulary Development, Authentic Learning
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Grapin, Sally L.; Cunningham, DeVanté J.; Sital, Melissa – School Psychology Review, 2023
Developing competence in multiculturalism and social justice advocacy is a lifelong pursuit. Nevertheless, scholars have rarely considered the role of undergraduate education in preparing future school psychologists to address individual and institutional injustices in schools. This study explored the perspectives of undergraduates enrolled in a…
Descriptors: Social Justice, Advocacy, Undergraduate Students, Service Learning
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