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Krishna Mohan Surapaneni – Advances in Physiology Education, 2024
Diving into the realm of game-based learning, the "CARBGAME" (CARd & Board GAmes in Medical Education) is an innovative series of games that reimagines the way medical students learn complex but essential chapters. In the pilot study, there was a highly significant improvement in the academic performance of students in the chapter…
Descriptors: Gamification, Medical Education, Active Learning, Biochemistry
Zhou, Yuchun – Journal of Mixed Methods Research, 2023
There is a paucity of empirical research on teaching mixed methods. To fill this gap in literature, this convergent mixed methods study explores the effectiveness of using active learning approaches in teaching a mixed methods course. The qualitative data, including 10 individual interviews, 29 students' reflections, and 26 teaching evaluation…
Descriptors: Mixed Methods Research, Active Learning, Learner Engagement, Outcomes of Education
Kim, Kyoung Jin; Han, Minkyung; Jung, Eunyoung; Sohn, Ji-Hyang – Childhood Education, 2022
As environmental education and sustainability education play a fundamental role in training citizens who are more aware of global change and more environmentally responsible, organic learning is a recommended alternative learning experience for young children. This article describes how one kindergarten class in South Korea applied organic…
Descriptors: Child Development, Environmental Education, Learning Experience, Kindergarten
O'Banion, Matthew S.; Lewis, Nicholas S.; Boyce, Michael W.; Laughlin, Jordan; Majkowicz, Deborah C. – Journal of Geography in Higher Education, 2023
This experiment utilized advanced visualization technology for the delivery of an introductory remote sensing lesson in an undergraduate geography course. Given the numerous immersive visualization solutions available, it is now possible to leverage the capabilities of augmented, mixed, and virtual reality (AR, MR, and VR) technology in a…
Descriptors: Geographic Information Systems, Geography Instruction, Undergraduate Students, Visual Aids
Schulz, John; Iskru, Victoria V. – EURASIA Journal of Mathematics, Science and Technology Education, 2021
This paper looks back at the last 20 or so years of research into using video in education and seeks to see what it tells us about creating video to support learning. The exploration is literature-based and involves a critical discussion of articles on video-based learning and related pedagogical principles and methodologies. Literature chiefly…
Descriptors: Video Technology, Technology Uses in Education, Educational History, Transformative Learning
Chang, Hung-Fu; Shokrolah Shirazi, Mohammad – Informatics in Education, 2022
Scrum is a widely-used framework in industry, so many schools apply it to their software engineering courses, particularly capstone courses. Due to the differences between students and industrial professionals, changing Scrum is necessary to fit capstone projects. In this paper, we suggest a decision-making process to assist instructors in…
Descriptors: Computer Science Education, Capstone Experiences, Learning Experience, Task Analysis
Mythili Kolluru; Kumutha; Shobhna Gupta – Journal on School Educational Technology, 2024
This paper comprehensively evaluates the online learning experience of secondary and senior secondary school students during COVID-19 in India. Nine hypotheses have been developed to explore the implications of students' online experiences and identify students' learning experiences using online platforms in contrast to their experience in…
Descriptors: COVID-19, Pandemics, Electronic Learning, Foreign Countries
Hodgson, Louise M.; Wilkie, Karina J. – Journal of Mathematics Teacher Education, 2022
The literature highlights differing views on the efficacy of modelling lessons for teacher professional learning. In this study we draw on dissonance theory to discuss lesson modelling that seeks to transcend 'do as I do' imitation and provoke teachers' attention to intended teaching practices: a necessary pre-cursor for changes to practice. A…
Descriptors: Mathematics Instruction, Teacher Attitudes, Models, Teaching Methods
Rossi, Izadora Volpato; Lima, Jordana Dinorá; Sabatke, Bruna; Nunes, Maria Alice Ferreira; Ramirez, Graciela Evans; Ramirez, Marcel Ivan – Biochemistry and Molecular Biology Education, 2021
Active teaching methodologies have been placed as a hope for changing education at different levels, transiting from passive lecture-centered to student-centered learning. With the health measures of social distance, the COVID-19 pandemic forced a strong shift to remote education. With the challenge of delivering quality education through a…
Descriptors: Active Learning, Online Courses, COVID-19, Pandemics
Williamson, Swapna; Paulsen-Becejac, Laila – Athens Journal of Education, 2018
Peer learning has been used as a teaching tool with both undergraduate and postgraduate students since the early 80s. This approach is useful when working with international students to develop their independence as learners and to share their knowledge with their peers. The aim of this paper is to examine whether peer learning is effective in…
Descriptors: Foreign Students, Graduate Students, Peer Teaching, Active Learning
Matriano, Eric Agullana – International Online Journal of Education and Teaching, 2020
Experiential learning literally is making meaning from direct experience. It plays vital role in facilitating the process of creating knowledge, sense-making and knowledge transfer in teaching, training and development. This study assessed the effectiveness of Exploration, Research, Interaction and Creation (ERIC) Learning Model which is a…
Descriptors: College Students, Tourism, Student Centered Learning, Constructivism (Learning)
Petrova, Miroslava – Design and Technology Education, 2021
The design studio is the core element in the design curriculum where students gain key knowledge and skills. Typically implementing a project-based approach, it is characterised by learning by doing, collaborative learning and a prominent studio culture. The traditional notion is that the social domain of the studio has a counterpart in the…
Descriptors: Design, Student Projects, Active Learning, Cooperative Learning
A Comparison of Lecture-Based, Active, and Flipped Classroom Teaching Approaches in Higher Education
Kay, Robin; MacDonald, Thom; DiGiuseppe, Maurice – Journal of Computing in Higher Education, 2019
The purpose of this study was to compare community college students' learning experiences and performance for lecture-based, active learning, and flipped classroom teaching approaches. Participants were second-semester computer programming students (n = 103) at a mid-sized college of applied arts and technology. Garrison's (2011) Community of…
Descriptors: Lecture Method, Blended Learning, Active Learning, Higher Education
Kardes, Ilke – Journal of Teaching in International Business, 2020
Digital technology is an integral part of the new generation international business students in higher education. The new realities of a tech-savvy student profile require some upgrades in classroom settings within IB education. This study discusses the current challenges of instructors facing in the classroom. We propose some digital tools that…
Descriptors: Teaching Methods, Barriers, International Trade, Business Administration Education
Netland, Torbjørn H.; Flaeschner, Oliver; Maghazei, Omid; Brown, Karin – Journal of Management Education, 2020
Recent developments in virtual reality (VR) technologies offer new opportunities for teaching management courses. The objective of this article is to present one way to use VR to teach operations management. In partnership with a global manufacturer, we integrate virtual environments of the manufacturers' real factories in a course assignment. The…
Descriptors: Teaching Methods, Business Administration Education, Management Development, Simulated Environment