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Islim, Omer Faruk – Active Learning in Higher Education, 2018
This article explores how the use of concept mapping, with and without technology support, assists students in learning complex concepts to which they may have had limited previous exposure. Students were engaged in a group-based concept mapping activity, wherein they created two concept maps over the course of several weeks in a large lecture…
Descriptors: Concept Mapping, Educational Technology, Technology Uses in Education, Group Activities
Machida, Keitaro; Chin, Michelle; Johnson, Katherine A. – Active Learning in Higher Education, 2018
To optimize learning in lectures, students need to maintain a sustained level of attention to the lecture material. Previous research has suggested, however, that student attention declines over the course of the lecture. One strategy suggested to improve sustained attention of students during the lecture is to encourage note-taking by students.…
Descriptors: Notetaking, Attention, Lecture Method, Learner Engagement
Hendry, Graham D.; White, Peter; Herbert, Catherine – Active Learning in Higher Education, 2016
We know from research across all levels of education that feedback and interactive teaching have the greatest positive effect on students' achievement. However, in higher education, teachers' constructive feedback often logistically cannot be delivered in time for all students to apply to future tasks. In this article, we report on a study of an…
Descriptors: Foreign Countries, Undergraduate Students, Feedback (Response), Teaching Methods
Foldnes, Njål – Active Learning in Higher Education, 2016
This article describes a study which compares the effectiveness of the flipped classroom relative to the traditional lecture-based classroom. We investigated two implementations of the flipped classroom. The first implementation did not actively encourage cooperative learning, with students progressing through the course at their own pace. With…
Descriptors: Blended Learning, Cooperative Learning, Evidence, Randomized Controlled Trials
Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell – Active Learning in Higher Education, 2011
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…
Descriptors: College Students, Student Experience, Teaching Methods, Video Games