Publication Date
In 2025 | 2 |
Since 2024 | 4 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 8 |
Since 2006 (last 20 years) | 10 |
Descriptor
Authentic Learning | 10 |
Learner Engagement | 10 |
Technology Integration | 10 |
Foreign Countries | 5 |
Mathematics Instruction | 5 |
Student Attitudes | 4 |
Teacher Attitudes | 4 |
Teaching Methods | 4 |
Active Learning | 3 |
College Students | 3 |
Cooperative Learning | 3 |
More ▼ |
Source
Author
Publication Type
Journal Articles | 7 |
Reports - Research | 7 |
Books | 1 |
Dissertations/Theses -… | 1 |
Reports - Descriptive | 1 |
Reports - Evaluative | 1 |
Tests/Questionnaires | 1 |
Education Level
Audience
Administrators | 1 |
Policymakers | 1 |
Teachers | 1 |
Location
Australia | 1 |
Canada | 1 |
New Zealand | 1 |
Portugal | 1 |
Saudi Arabia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Alaa Alnajashi – Journal of Education and Learning, 2024
The current demand for integrating technology into English language instruction to engage students in meaningful conversations is pressing in the digital era. Despite this, research on employing Google tools for collaborative, task-based activities in English education is scarce, particularly in meeting the needs of today's digital learners and…
Descriptors: Foreign Countries, College Students, English Instruction, Student Motivation
National Council of Teachers of Mathematics, 2024
Discover a bold new vision for high school mathematics that empowers students through engaging, real-world learning. For decades, mathematics education has been guided by the visionary efforts of educators and leaders who recognized the importance of making math relevant, engaging, and accessible to all students. From the foundational principles…
Descriptors: High School Teachers, Mathematics Instruction, Authentic Learning, Teaching Methods
Anjelica B. Hart – ProQuest LLC, 2021
This qualitative research study explored the procedures and instructional practices of implementing game-based learning within a course and/or curriculum in higher education. Game-based learning is structured to integrate gameplay into a subject matter to increase a student's ability to acquire and apply knowledge to the real world. Furthermore,…
Descriptors: College Students, Game Based Learning, Educational Games, Learner Engagement
Yanko Ordóñez Ontiveros; Julián Roa González; José Luis Díaz Palencia – Journal of Education and Learning (EduLearn), 2025
This discussion explored the integration of creative thinking pedagogy and the anthropological theory of didactics in university-level algebra education, emphasizing the importance of understanding the perspectives of both learners and teachers. The work began by highlighting the necessity of considering these viewpoints to create effective and…
Descriptors: College Faculty, College Students, Mathematics Activities, Mathematics Curriculum
Valeria Aloizou; Stavey Linardatou; Michael Boloudakis; Symeon Retalis – British Journal of Educational Technology, 2025
Incorporating immersive technologies in education has become increasingly popular due to their ability to facilitate active learning and engage students in the acquisition of concepts and skills. One form of immersive technology includes educational games that incorporate movement interaction, allowing children to engage with in-game elements by…
Descriptors: Kindergarten, Core Curriculum, Classroom Environment, Movement Education
Schmidt, Alexandra; Williamson-Kefu, Majon – Australian Primary Mathematics Classroom, 2020
This article explores the benefits of using digital technology to support and enhance students' understanding during mathematical inquiry. The use of digital technologies enabled students to focus on the problem-solving aspects of the task such as how to compare and represent the data effectively.
Descriptors: Technology Integration, Elementary School Mathematics, Grade 6, Mathematics Instruction
Irvine, Jeff – Journal of Education and Learning, 2020
Student engagement in their own learning of mathematics, and student attitudes towards mathematics are key dimensions of learning. This mixed methods study examined the impact of a classroom intervention based on the principles of reform mathematics (i.e., active student involvement, hands-on, real-world connections, use of manipulatives and…
Descriptors: Learner Engagement, Student Attitudes, Intervention, Instructional Effectiveness
Pombo, Lúcia; Marques, Margarida M. – Education Sciences, 2020
New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game-based learning in educational contexts. The combination of these three elements is considered highly innovative, and it allows learning to move beyond traditional classroom environments to nature spaces that students can physically explore. The…
Descriptors: Educational Games, Computer Simulation, Game Based Learning, Handheld Devices
Stobaugh, Rebecca; Maxwell, Margaret; Tassell, Janet – Educational Renaissance, 2015
The focus of this research is to examine the impact of an instructional instrument to improve the quality of pre-service teachers' lesson plans. The HEAT instrument focuses on four components essential to high-quality lesson plans: "H"igher-Order Thinking, "E"ngaged Learning, "A"uthentic Learning, and…
Descriptors: Preservice Teacher Education, Comparative Analysis, Lesson Plans, Educational Quality
Williams, John; Cowie, Bronwen; Khoo, Elaine; Saunders, Kathy; Taylor, Simon; Otrel-Cass, Kathrin – Teaching and Learning Research Initiative, 2013
This research project aimed to understand and explore the ways electronically networked (e-networked) tools can support authentic science inquiry in junior secondary classrooms in order to address concerns about student engagement in science. The research questions for this study were: (1) What are the existing ideas, experiences and visions that…
Descriptors: Active Learning, Inquiry, Secondary School Science, Learner Engagement