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Larsen, Sean – For the Learning of Mathematics, 2018
The purpose of this article is to explore the use of didactical phenomenology as an instructional design heuristic. In doing so, I will articulate ways in which didactical phenomenology can be used in conjunction with the guided reinvention and emergent models heuristics to support instructional design. This discussion will be supported by…
Descriptors: Phenomenology, Instructional Design, Heuristics, Algebra
Passarella, Simone – International Journal of Mathematical Education in Science and Technology, 2022
Introducing the distributivity property of multiplication over addition is a well-known challenge in mathematics education, especially in primary school. As a contribution, this paper presents the results of a cycle of design research that focuses on the design, implementation and evaluation of a modelling activity in which 2nd-grade students are…
Descriptors: Multiplication, Mathematics Instruction, Elementary School Students, Mathematical Concepts
Kellogg, David – British Journal of Educational Studies, 2019
Vygotsky considered vraschivaniya, or 'ingrowing', an indispensable stage in the 'internalization' of meaning and described three different ways this could happen. But were these different ways options or substages? By logico-semantic analysis of Vygotsky's notebooks and published texts, and by recontextualizing them historically, I show that what…
Descriptors: Sociocultural Patterns, Semantics, Foreign Countries, Generalization
Komatsu, Kotaro; Jones, Keith – International Journal of Science and Mathematics Education, 2019
Task design is increasingly recognised as crucial for enhancing student learning of mathematics. Even so, and despite the significance of mathematical activity related to proofs and counterexamples in school mathematics, the task design principles underpinning students' success in proof-related activity remains under-explored in mathematics…
Descriptors: Mathematics Instruction, Learning Activities, Validity, Mathematical Logic
Babaian, Caryn; Kumar, Sudhir – American Biology Teacher, 2020
Evolutionary evidence is important scientific background for appreciating the theory of evolution. We describe a STEAM-based lesson plan that uses paleontological drawings and a modern evolutionary database to explore and understand fossil, morphological, and molecular evidence. Together, with a focus on arthropods and the Cambrian explosion,…
Descriptors: Molecular Biology, Science Instruction, Teaching Methods, Evolution
Wilcox, Steve – American Journal of Play, 2019
Game design offers a unique but often misunderstood pedagogical opportunity. The author draws on learning theory, feminist epistemology, and game studies to analyze a novel genre of games capable of realizing this opportunity by mobilizing knowledge through play--praxis games--founded on the concept of situated praxis. Situated praxis encourages…
Descriptors: Educational Games, Instructional Design, Praxis, Play
Hovardas, Tasos – Journal of Research in Science Teaching, 2016
Although ecological systems at varying scales involve non-linear interactions, learners insist thinking in a linear fashion when they deal with ecological phenomena. The overall objective of the present contribution was to propose a hypothetical learning progression for developing non-linear reasoning in prey-predator systems and to provide…
Descriptors: Regression (Statistics), Preservice Teachers, Formative Evaluation, Ecology
Kimura, Daisuke; Malabarba, Taiane; Hall, Joan Kelly – Classroom Discourse, 2018
With the growing centrality of digital recording technologies to conversation analysis (CA) research, an emerging array of publications has begun to provide useful methodological insights on how to capture multimodal and temporal complexities of social interaction in video footages. By and large, however, they have been written as general…
Descriptors: Data Collection, Classroom Communication, Discourse Analysis, Research Methodology
Garreta-Domingo, Muriel; Hernández-Leo, Davinia; Sloep, Peter B. – Australasian Journal of Educational Technology, 2018
Designing learning opportunities is an integral part of the work of all educators. However, educators often lack the design skills and knowledge that professional designers have. We thus need more empirical research on the "demand side": how do educators design technology-enhanced learning activities, and how do we provide them with…
Descriptors: Online Courses, Heuristics, Learning Activities, Information Technology
Buckley, Jeffrey; Seery, Niall; Canty, Donal – International Journal of Technology and Design Education, 2018
Design activities typically involve and culminate in the creation of models representative of new ideas and conceptions. The format is often dictated by the specific discipline, with ideas in design and technology education regularly being externalised through the use of computer aided design (CAD). This paper focusses on the realisation stage of…
Descriptors: Heuristics, Design, Technology Education, Teaching Methods
Hopper, Susan B. – Journal of Interactive Learning Research, 2018
simSchool is a game-based, virtual, and interactive tool that allows pre-service teachers to acquire new skills while constructing knowledge through experimentation with learning situations. Pre-service teachers develop know-how--or heuristic knowledge--through repeated practice in the "Personality Plus Higher-Order Thinking" module to…
Descriptors: Preservice Teachers, Preservice Teacher Education, Computer Simulation, Simulated Environment
Boersma, Annoesjka; ten Dam, Geert; Wardekker, Willem; Volman, Monique – Learning Environments Research, 2016
In this study, the concept of "community of learners" was used to improve initial vocational education. The framework of a 'community of learners for vocational orientation' that we present offers both a theoretical understanding of teaching-learning processes in initial vocational education and heuristics for the design of innovative…
Descriptors: Vocational Education, Educational Environment, Educational Innovation, Communities of Practice
Inchamnan, Wilawan – IAFOR Journal of Education, 2016
This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL). A behavior analysis for measuring the creative potential of computer game activities and learning…
Descriptors: Computer Games, Learning Activities, Science Process Skills, Check Lists
Kim, Heesung; Ke, Fengfeng – Journal of Educational Computing Research, 2016
The pedagogical and design considerations for the use of a virtual reality (VR) learning environment are important for prospective and current teachers. However, empirical research investigating how preservice teachers interact with transformative content representation, facilitation, and learning activities in a VR educational simulation is still…
Descriptors: Virtual Classrooms, Computer Simulation, Preservice Teachers, Student Experience
Nasution, Andrea Arifsyah; Lukito, Agung – Journal of Science and Mathematics Education in Southeast Asia, 2015
In teaching proportion, the teachers usually give the students a formal formula, such as cross-multiplication, without providing them the meaning of proportionality. Thus, the students just apply it in order to solve proportional problems. However, it does not connote that they understand what proportionality means. In this paper, the authors…
Descriptors: Teaching Methods, Mathematics Instruction, Thinking Skills, Heuristics