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Eloho Ifinedo; Diane Burt – Journal of Applied Research in Higher Education, 2025
Purpose: Service-learning (SL) is a widely accepted pedagogy that can enrich the learning experience for students in higher education while they apply their skills in a meaningful community service. This research is part of a larger project that aimed to motivate educational achievement among youths living in a priority neighborhood through SL.…
Descriptors: Service Learning, Information Technology, Computer Science Education, Community Centers
Wu, Chien-Chih; Chao, Hsiao-Wen; Tsai, Chia-Wen – International Journal of Mobile and Blended Learning, 2021
The purpose of this study is to enhance the effect of dance skill learning, learning motivation, and physical activity class satisfaction. Moreover, the outcome of these quasi-experiments illustrate the effects of Facebook Live-stream teaching, co-regulated learning (CRL), and experience-based learning (ExBL) on improving students' learning…
Descriptors: Dance Education, Learning Motivation, Physical Activities, Social Media
Chiu, Shui Kau – Cogent Education, 2019
General education constitutes a significant portion of undergraduate curriculum. However, students are not always keen on learning general education. Pedagogy of experiential learning is one of the strategies in arousing their learning motivation. Although many previous pieces of research were conducted in the field, attention on how experiential…
Descriptors: Foreign Countries, Experiential Learning, Undergraduate Students, Learning Motivation
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
Sevim-Cirak, Nese; Yildirim, Zahide – European Journal of Engineering Education, 2020
This phenomenological study investigates mining engineering students' game playing experiences for educational purposes and seeks to understand the essence of their experiences. In this study, three non-gamer and three-gamer mining engineering students were selected through a criterion sampling method, and then data were collected through in-depth…
Descriptors: Computer Simulation, Computer Games, Educational Games, Mining
Lin, Chia-Hua; Huang, Hsiao-Ching – International Journal of Psychology and Educational Studies, 2018
The increased demand for design exhibitions directly reflects the demand for designer-curators to manage cultural policies and social needs. However, in the current design education system in Taiwan, no curation-related curriculum planning exists. Therefore, this study attempted to design a practical curation course focused on "designer…
Descriptors: Design, Exhibits, Teaching Methods, Foreign Countries
Ilic, Milena P.; Paun, Dan; Popovic Ševic, Nevenka; Hadžic, Aleksandra; Jianu, Anca – Education Sciences, 2021
Higher education in the Republic of Serbia needs to be reformed. This paper presents a performance analysis of the changes that the authors assume are mandatory, presenting the research problem this article addresses. Cabinet research, performed by analyzing the theoretical building blocks of available knowledge and experience, is underway.…
Descriptors: Foreign Countries, Higher Education, Needs Assessment, Educational Change
Chang, Shao-Chen; Hsu, Ting-Chia; Chen, Yen-Ni; Jong, Morris Siu-yung – Interactive Learning Environments, 2020
With the continuous development and innovation of information technology, virtual reality (VR) has become an important topic of education technology in recent years. VR is not only applied in many industries, but is also used by scholars for education applications as it enables students to have an immersive learning experience to enhance their…
Descriptors: Video Technology, Computer Simulation, Science Instruction, Instructional Effectiveness
Xiao, Jun; Cao, Mengying; Li, Xuejiao; Hansen, Preben – International Journal of Distance Education Technologies, 2020
Augmented reality tools and applications have been shown to have powerfully impelled the development of the field of education. In this article, the authors designed and developed an augmented reality technology-based courseware "Starry Sky Exploration--Eight Planets in the Solar System" and explored how AR can bring an immersive…
Descriptors: Courseware, Instructional Effectiveness, Computer Simulation, Astronomy
Tong, Duong Huu; Loc, Nguyen Phu; Uyen, Bui Phuong; Cuong, Pham Hung – European Journal of Educational Research, 2020
Methods of education in schools should promote students' activeness, self-awareness, initiative and creativity; be suitable with the characteristics of each class and subject; foster self-study methods, ability to work in groups, practice skills to apply knowledge into practice, and impact emotions to bring joy as well as excitement to students.…
Descriptors: Case Studies, Experiential Learning, Student Attitudes, Teaching Methods
de Bruin, Leon R. – Music Education Research, 2019
For musicians, learning to improvise requires individual and collaborative skill and knowledge that in experts is acquired over years of immersion and enculturation. Learning formally, informally or a combination of both, improvisers 'learn to learn' by evolving meta-cognitive capabilities necessary to develop and refine improvisational expertise.…
Descriptors: Music Education, Informal Education, Music Activities, Creative Activities
Robertson, Lisa; Porter, Elizabeth; Smith, M. Alex; Jacobs, Shoshanah – International Journal of Higher Education, 2021
The COVID-19 pandemic posed, and continues to pose, many challenges to teaching and learning, most notably the need to pivot from traditional in-person course instruction and experiences to entirely virtual course delivery while maintaining course rigor and quality. Our guiding principle for course modification was the critical need for an…
Descriptors: Evidence Based Practice, Student Centered Learning, COVID-19, Pandemics
Brown, Alan; Bimrose, Jenny – International Journal of Lifelong Education, 2018
The drivers of learning for mid-career workers with few initial qualifications from the Czech Republic, Denmark, England, France, Germany, Italy and Poland are examined. The focus in this article is upon the learning pathways and experience of the low-qualified drawn from empirical research which gathered and analysed the strategic career and…
Descriptors: Foreign Countries, Job Skills, Semiskilled Workers, Career Change
Asghar, Mandy; Rowe, Nick – Journal of Further and Higher Education, 2018
Service learning is an experiential pedagogic approach that is predicated on students learning in authentic situations. It is often problem-orientated and provides opportunities for community engagement in ways that enhance a student's capacity as a socially aware individual. There is evidence that such learning opportunities can enhance personal…
Descriptors: Mental Health Programs, Service Learning, Experiential Learning, Qualitative Research
Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)