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Long Teng; Yuk Ming Tang; Raymond P. H. Wu; Gary C. P. Tsui; Yung Po Tsang; Chak Yin Tang – Smart Learning Environments, 2024
In today's world, remote-controlled robots are widely used across various industries due to their ability to enhance working efficiency in various applications. Learning about robot operation and human-computer interaction has emerged as a popular topic in recent times. Indeed, learning robotics can be challenging for many students as it requires…
Descriptors: Cooperative Learning, Robotics, Teaching Methods, Instructional Effectiveness
Rocio Ramos-Rodriguez; Maria Calle; Garis Coronell; John E. Candelo Becerra – IEEE Transactions on Education, 2024
Contribution: Team-based learning (TBL) with a transdisciplinary (TD) approach is applied in one introductory programming course with different cohorts. The approach reduces the failure rate in the course. In addition, the approach helped students understand the application of programming to different engineering professional areas. Background:…
Descriptors: Interdisciplinary Approach, Teamwork, Programming, Introductory Courses
Cecilia Madero-Gonzalez; Jesus Vazquez-Hernandez; Fernando Gonzalez Aleu – Quality Assurance in Education: An International Perspective, 2025
Purpose: This study aims to examine the impact of gamification on the five dimensions of meaningful learning (i.e. cooperative, active, authentic, constructive and intentional learning) and undergraduate student performance taking online lessons. Design/methodology/approach: Therefore, the authors conducted an experiment among undergraduate…
Descriptors: Gamification, Undergraduate Students, Online Courses, Engineering Education
Abebayehu Yohannes; Hsiu-Ling Chen – Education and Information Technologies, 2024
Flipped learning has attracted increasing attention in all grade levels in recent years and becomes an alternative to the traditional model. Even though there is a large body of research on flipped classrooms, they usually ignore the learning theories that were used to construct the curriculum and instead concentrate on the degree to which using…
Descriptors: Flipped Classroom, Mathematics Education, Engineering Education, Conventional Instruction
Calkins, Susanna C.; Rivnay, Jonathan – Journal of Effective Teaching in Higher Education, 2021
This article highlights an innovative take on the jigsaw format, an inclusive and cooperative active learning strategy, implemented in an upper-level engineering elective course. After students complete the usual two steps of the jigsaw method--first gaining mastery in "expert groups" and then collaboratively teaching their peers in…
Descriptors: Cooperative Learning, Active Learning, Engineering Education, Peer Teaching
Lewis, Fay; Edmonds, Juliet; Fogg-Rogers, Laura – International Journal of Science Education, 2021
Teacher performance has been linked with both self-efficacy and subject knowledge confidence suggesting that it is important to address these aspects within initial teacher training programmes. This study investigated the development of pre-service teacher's science and engineering subject knowledge confidence and teaching self-efficacy following…
Descriptors: Engineering Education, Cooperative Learning, Self Efficacy, Knowledge Base for Teaching
Sulma Paola Vera-Monroy; Sandra Rodriguez; Manuel Alfredo Figueredo – International Journal of Mathematical Education in Science and Technology, 2024
This study evaluates the implementation of a collaborative/game-based learning strategy on final year B.Sc. students focused on reinforcing the Taylor theorem (a mathematical concept previously learned, usually forgotten over time and widely used in chemical engineering) and analyses its effect on their academic performance. To this end, the…
Descriptors: Undergraduate Students, Engineering Education, Game Based Learning, Teaching Methods
Cornelis J. C. Vertegaal; Cecilia Martinez; Ramiro Serra; Prem Sundaramoorthy; Mark J. Bentum – IEEE Transactions on Education, 2025
Contribution: This study identifies the types of interaction that contribute to student learning with student-led tutorials (SLTs). The quality of these interactions include peer discussion, student tutor presentation, joint reasoning, and constructive feedback. Background: The introduction of SLTs in an advanced electromagnetics bachelor course…
Descriptors: Undergraduate Students, Physics, Science Curriculum, Science Instruction
Arena, Sara L.; Davis, Julian L. – Innovations in Education and Teaching International, 2021
Cooperative learning, using small groups to complete a common goal, has a positive effect on student achievement and potential in foundational engineering mechanics courses. The purpose of this study was to quantitatively examine the effects of cooperative learning on student performance, if these effects are concept-specific, and perceptions of…
Descriptors: Cooperative Learning, Introductory Courses, Engineering Education, Motion
Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
Michael Johnson; Anne Griffin – Journal of Experiential Education, 2024
Background: During the COVID-19 pandemic, restricted access to in-person facilities and traditional experiential learning activities meant that new, online solutions were needed to facilitate student learning/development across the disciplines of Allied Health and Engineering. Purpose: This article describes research conducted as part of an…
Descriptors: Problem Based Learning, Electronic Learning, Interdisciplinary Approach, Dietetics
Ross, Robert; Hall, Richard – Advances in Engineering Education, 2021
Teaching second year undergraduate digital electronics is a serious business, designed to impart individual technical mastery. In this paper we attempt to embed several key digital logic concepts within an escape room game. We report results of iteratively piloting our game with academic engineering staff and then used them with students showing…
Descriptors: Technology Uses in Education, Problem Solving, Educational Environment, Undergraduate Students
Gopinath, B.; Santhi, R. – Higher Education for the Future, 2021
In this article, Fishbone-based advanced computational thinking (FACT) pedagogy is proposed by fusing fishbone pedagogy and computational thinking pedagogy for enhancing teaching-learning process while teaching engineering and science courses, for engineering and science students respectively. The proposed FACT pedagogy has been implemented using…
Descriptors: Problem Solving, Thinking Skills, Computation, Visual Learning
Boylan-Ashraf, Peggy C. – Journal of STEM Education: Innovations and Research, 2020
Introductory fundamental engineering mechanics (IFEM) courses, such as statics, mechanics of materials, dynamics, and fluids are based primarily on physics and mathematical concepts. In this paper, we suggest that new methodologies and active learning pedagogies, must be included in IFEM classrooms. This study focuses on a new paradigm in IFEM…
Descriptors: Introductory Courses, Engineering Education, Mechanics (Physics), Active Learning
Fernandes, Fábio A. O.; Fuchter Júnior, Nilo; Daleffe, Anderson; Fritzen, Daniel; Alves de Sousa, Ricardo J. – Education Sciences, 2020
Problem-based learning (PBL) approaches are well-accepted and disseminated and have been intensively employed in several engineering programs. This article aims to present a teaching experience in which PBL was applied in one course of a mechanical engineering graduation program. The PBL approach applied is described step-by-step as well as the…
Descriptors: Computer Assisted Design, Engineering Education, Active Learning, Student Projects