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Tarek Riaji; Sanae El Hassani; Young Bong Seo; Fatima Ezzahrae M'hamdi Alaoui – Journal of Education and Learning (EduLearn), 2024
The Smile project is an engineering service-learning initiative carried out through collaboration between Chouaib Doukkali University in Morocco and Pusan National University in South Korea. Since 2016, this project has been conducted annually for engineering students from both universities. Participants are selected through an oral interview,…
Descriptors: Service Learning, Engineering Education, Foreign Countries, International Cooperation
Supanun Pimdee; Thapanee Seechaliao – Journal of Education and Learning, 2025
The research objectives were to 1) study the current conditions, problems, and good practices regarding teaching and learning 2) develop a blended instructional model using problem-based learning with graphic organizers to enhance systems thinking skills in computational science for students in lower secondary school and 3) study the results of…
Descriptors: Blended Learning, Instructional Materials, Secondary School Students, Grade 7
Arief Ardiansyah; I Nyoman Sudana Degeng; Dedi Kuswandi; Henry Praherdhiono – Turkish Online Journal of Distance Education, 2025
High-order thinking skills are crucial in pursuing competency mastery within Islamic higher education. A viable approach to attain these educational goals is implementing the Peer Instruction strategy. Nevertheless, a comprehensive model for peer instruction in blended learning environments still needs to be developed. This research seeks to…
Descriptors: Blended Learning, Islam, Religious Schools, College Students
Chawin Chukusol; Prachyanun Nilsook; Panita Wannapiroon – International Education Studies, 2024
This study focuses on the development and evaluation of a challenge-based hybrid learning approach utilizing a virtual board games platform to enhance international standard student competency. Our research applies educational management theories to challenge-based learning, providing learners with diverse opportunities for engagement,…
Descriptors: Blended Learning, Game Based Learning, Problem Solving, Learner Engagement
Marivic G. Molina; Erna V. Yabut – Journal of Practical Studies in Education, 2025
This study investigated the impact of computer-aided assessment on the enhancement of critical thinking skills in non-routine problem-solving across three distinct learning delivery modalities: fully online, balanced blended, and predominantly face-to-face (F2F) blended. The study aimed to evaluate the effectiveness of computer-aided assessment in…
Descriptors: Critical Thinking, Thinking Skills, Skill Development, Computer Assisted Testing
Sri Utaminingsih; Suad; Henry S. Bintoro; Naela Khusna F. Shufa; Edris Zamroni – Pegem Journal of Education and Instruction, 2023
The general objective to be achieved in this study is to determine the effect of using Blended Learning in terms of Intrapersonal Intelligence on Problem Solving Ability. This research is a quasi-experimental research with a two × three factorial design. Documentation, questionnaires, and tests were carried out the data collection method. The…
Descriptors: Blended Learning, Interpersonal Relationship, Intelligence, Problem Solving
Anuchit Anupan; Benjamas Chimmalee – Anatolian Journal of Education, 2024
The COVID-19 pandemic compelled higher education institutions to adopt an alternative approach to learning. For mathematics education, supporting students through blended learning has become increasingly important as it will ensure students' learning is sustained in such a situation. This practical change has illuminated how cloud technology can…
Descriptors: Undergraduate Students, Metacognition, Cognitive Ability, Problem Solving
Cucuk Wawan Budiyanto; Muhamad Nur Azmi Wahyudi; Indah Widiastuti; Rizka Latifah – Educational Process: International Journal, 2025
Background/purpose: Computational Thinking (CT) has gained widespread attention in education as a core cognitive skill essential for solving complex problems in both academic and real-world contexts. While Indonesian educators have actively adopted CT as part of national educational reforms, questions remain about how closely current practices…
Descriptors: Foreign Countries, Computation, Thinking Skills, Educational Research
Pramila-Savukoski, Sari; Kärnä, Raila; Kuivila, Heli-Maria; Oikarainen, Ashlee; Törmänen, Tiina; Juntunen, Jonna; Järvelä, Sanna; Mikkonen, Kristina – Journal of Computer Assisted Learning, 2023
Background: Health sciences education prepares students for social- and healthcare by developing evidence-based nursing, leadership and working life skills, including collaboration. Due to the changes caused by the global pandemic, health sciences education has shifted more to online and hybrid contexts, which can challenge students' competence…
Descriptors: Competence, Health Sciences, Student Development, Blended Learning
Maurice James Lyver; Howard Royston Lees – Education & Training, 2025
Purpose: The purpose of this paper is to empirically test whether or not an online business simulation game (OBSG) can enhance key soft skills and self-perceived employability. Design/methodology/approach: This research employed a blended learning approach to syllabus delivery. Five soft skills and self-perceived employability were measured before…
Descriptors: Employment Qualifications, Soft Skills, Self Concept, Teamwork
Tanti Listiani – International Society for Technology, Education, and Science, 2023
Learning loss due to online learning has caused students to experience a decrease in their ability to solve mathematical problems. One of the declines in students' mathematical problem-solving skills occurred in the statistics course. Statistics as a branch of mathematics has an important role in training students' skills in processing and…
Descriptors: Mathematics Instruction, Problem Solving, Statistics Education, Comparative Analysis
Nurrijal; Setyosari, Punaji; Kuswandi, Dedi; Ulfa, Saida – Electronic Journal of e-Learning, 2023
The Creative Problem Solving (CPS) process is a conceptual model that focuses on using higher-order thinking skills in order to overcome authentic problems during learning. The CPS process offers a structured methodology to enhance every learner's solid critical, creative, and innovative thinking skill. The application of the CPS method has been…
Descriptors: Creative Thinking, Problem Solving, Instructional Design, Higher Education
Hsin-Yu Lee; Pei-Hua Chen; Wei-Sheng Wang; Yueh-Min Huang; Ting-Ting Wu – International Journal of Educational Technology in Higher Education, 2024
In the evolving landscape of higher education, challenges such as the COVID-19 pandemic have underscored the necessity for innovative teaching methodologies. These challenges have catalyzed the integration of technology into education, particularly in blended learning environments, to bolster self-regulated learning (SRL) and higher-order thinking…
Descriptors: Artificial Intelligence, Synchronous Communication, Blended Learning, Self Management
Reffiane, Fine; Sudarmin; Wiyanto; Saptono, Sigit – Pegem Journal of Education and Instruction, 2021
The purpose of the study was to develop an instrument for the problem solving ability of students in Hybrid learning by Ethno-STEM via Four-D Model. In the study, the first three stages of the Four-D Model namely; defining, designing, and developing were applied. As the participants, 143 students of elementary education in the 4th semester took…
Descriptors: Test Construction, Student Evaluation, Problem Solving, Blended Learning
Ramírez-Donoso, Luis; Pérez-Sanagustín, Mar; Neyem, Andrés; Alario-Hoyos, Carlos; Hilliger, Isabel; Rojos, Felipe – Interactive Learning Environments, 2023
Over the past years, higher education institutions have been exploring different mechanisms to adapt their learning and teaching practices to increase students' engagement. One of the proposals has been to reuse Massive Online Open Courses (MOOCs) as Small Online Private Courses (SPOCs), or as complementary resources in traditional courses through…
Descriptors: Technology Uses in Education, Electronic Learning, Cooperative Learning, Gamification

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