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Timothy M. Ottusch – Family Science Review, 2022
The COVID-19 pandemic brought monumental changes to life around the world, including drastic changes to how traditional face-to-face (F2F) American university courses have been conducted. In Spring 2020, institutions of higher education had to move courses fully online (if they were mid-term) or in some cases end a term of F2F only to return from…
Descriptors: Experiential Learning, Video Technology, Lecture Method, COVID-19
Dai, Zhicheng; Sun, Chengzhang; Zhao, Liang; Zhu, Xiaoliang – Journal of Science Education and Technology, 2023
Classroom interaction affects the classroom atmosphere as well as students' behavior and participation, thus affecting the quality of classroom teaching. In traditional classrooms, inherent problems (e.g., inflexible tables and chairs, rigid multimedia consoles, and traditional software) have seriously restricted the overall quality of classroom…
Descriptors: Virtual Classrooms, Electronic Learning, Student Projects, Active Learning
Noetel, Michael; Griffith, Shantell; Delaney, Oscar; Sanders, Taren; Parker, Philip; del Pozo Cruz, Borja; Lonsdale, Chris – Review of Educational Research, 2021
Universities around the world are incorporating online learning, often relying on videos (asynchronous multimedia). We systematically reviewed the effects of video on learning in higher education. We searched five databases using 27 keywords to find randomized trials that measured the learning effects of video among college students. We conducted…
Descriptors: Video Technology, Higher Education, Educational Research, Electronic Learning
Olaniyi, Nkaepe E. E. – Research and Practice in Technology Enhanced Learning, 2020
There is so-called troublesome knowledge in every subject. There is various subject-specific research available on what these particular concepts are, as well as some examples of how to help students cross those thresholds. There is, however, a gap in the area of implementation, a more practical format for addressing student learning when there…
Descriptors: Fundamental Concepts, Blended Learning, Instructional Design, Active Learning
Epps, Bridgette S.; Luo, Tian; Muljana, Pauline Salim – Journal of Information Technology Education: Research, 2021
Aim/Purpose: The current literature discusses the use and benefits of learner-generated videos (LGVs). However, it rarely addresses any correlation between the types of subjects that are best suited for using these videos or what techniques should accompany the use of LGVs. Background: This systematic review synthesizes current literature to…
Descriptors: Literature Reviews, Video Technology, Learning Activities, Active Learning
Bredow, Carrie A.; Roehling, Patricia V.; Knorp, Alexandra J.; Sweet, Andrea M. – Review of Educational Research, 2021
Although flipped classroom pedagogies have been widely touted for their ability to foster diverse 21st-century learning objectives, previous syntheses of flipped learning have focused almost exclusively on outcomes related to academic achievement. Using data from 317 studies, our research addresses this deficit by providing a comprehensive…
Descriptors: Flipped Classroom, Higher Education, Program Effectiveness, Context Effect
Sigurðardóttir, Margrét Sigrún; Heijstra, Thamar Melanie – Canadian Journal for the Scholarship of Teaching and Learning, 2020
Flipped teaching is a trend within higher education. Through flipped teaching the learning environment can be altered by moving the lecture out of the classroom through online recordings, while in-classroom sessions focus on active learning and engaging students in their own learning process. In this paper, we used focus groups comprised of male…
Descriptors: Blended Learning, Homework, Video Technology, Higher Education
Srinivasan, Seshasai; Ramos, Juan Antonio Lopez; Muhammad, Nasim – Education Sciences, 2021
As they emerge from the pandemic, universities worldwide are evaluating the adaptations in the education sector during the pandemic and determining their course of action for the future. In this work, drawing on the lessons from four courses across two different universities, a survey of over 300 students, and the literature, we present strategies…
Descriptors: COVID-19, Pandemics, Higher Education, Program Implementation
Reyna, Jorge; Meier, Peter – Education Sciences, 2018
Learner-Generated Digital Media (LGDM) has become prevalent in higher education. Frameworks have been developed for video-making in the classroom that consider technical requirements, pedagogies, and the combination of both. However, missing is a practical model to guide academics and students on the implementation of LGDM assignments. This…
Descriptors: Educational Technology, Technology Uses in Education, Higher Education, Video Technology
Elrayies, Ghada Mohammad – International Education Studies, 2017
The target of Education for Sustainable Development is to make people creative and lifelong learners. Over the past years, architectural education has faced challenges of embedding innovation and creativity into its programs. That calls the graduates to be more skilled in the human dimensions of professional practice. So, architectural education…
Descriptors: Sustainable Development, Architectural Education, Technology Uses in Education, Educational Technology
Leppisaari, Irja – International Association for Development of the Information Society, 2019
In this paper we examine the kinds of mentoring models and practices employed in Finnish higher education and working-life to support continuous skill development, focusing especially on the working-life-centric digital mentoring of students. The theme interviews at 11 HE institutions and four enterprises were conducted as part of an eAMK project.…
Descriptors: Foreign Countries, Mentors, Higher Education, Skill Development
Damsa, Crina; Muukkonen, Hanni – Research Papers in Education, 2020
This paper elaborates on the notion of object-oriented collaborative learning by building on empirical material from two case studies in higher education. Prior empirical findings show how knowledge objects are evolving entities, shaped by the interactions between participants, and how students learn from engaging in knowledge practice that…
Descriptors: Instructional Design, Cooperative Learning, Case Studies, Higher Education
Pellas, Nikolaos – Education and Information Technologies, 2018
The educational potentials and challenges of "flipping" a classroom are today well-documented. However, taking into account the contradictory results, literature on the benefits in using the flipped model as a socially inclusive technology-supported instructional design model is still in its infancy. This study seeks to investigate the…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
McLaughlin, Jacqueline E.; White, Paul J.; Khanova, Julia; Yuriev, Elizabeth – Computers in the Schools, 2016
This case report explored the implementation of flipped classrooms at two higher education institutions. Experiences and publications from the institutions were used to identify and describe common themes, including successes and challenges encountered along with potential solutions to common misalignments, particularly as related to…
Descriptors: Blended Learning, Educational Technology, Homework, Technology Uses in Education
Acharya, Sushil; Manohar, Priyadarshan Anant; Wu, Peter; Maxim, Bruce; Hansen, Mary – Journal of Education and Learning, 2018
Active learning tools are critical in imparting real world experiences to the students within a classroom environment. This is important because graduates are expected to develop software that meets rigorous quality standards in functional and application domains with little to no training. However, there is a well-recognized need for the…
Descriptors: Active Learning, Instructional Design, Computer Software, Case Studies