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Showing 1 to 15 of 204 results Save | Export
Peter Pavlis – Online Submission, 2025
This quantitative, quasi-experimental study aimed to propose research-based AI constructivist learning activities by measuring students' self-perceptions of their critical thinking using the Motivational Strategies and Learning Questionnaire (MSLQ). The study utilized the input-experience-output framework to evaluate how these learning pursuits…
Descriptors: Critical Thinking, Artificial Intelligence, Constructivism (Learning), Learning Activities
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Han, Feifei; Ellis, Robert A. – Education and Information Technologies, 2023
This study investigated the extent to which self-report and digital-trace measures of students' self-regulated learning in blended course designs align with each other amongst 145 first-year computer science students in a blended "computer systems" course. A self-reported Motivated Strategies for Learning Questionnaire was used to…
Descriptors: Computer Science Education, Independent Study, College Freshmen, Blended Learning
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Sanjay Jeram – College Teaching, 2024
Urban universities with a predominantly commuting student population face distinct challenges in fostering social connections. Commuting students spend less time on campus and have fewer opportunities for organized and spontaneous social interactions with other students. The campus experience for commuter students tends to center around the…
Descriptors: Interpersonal Relationship, Large Group Instruction, Class Size, Lecture Method
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Mik Fanguy; Raisa Kharbash – Journal of Chemical Education, 2023
The paper describes guidelines for the planning, organization, and implementation of virtual activities within a metaverse environment, aiming to familiarize students with key concepts related to hard and soft acids and bases (HSAB) theory. The guidelines are based on experience gained during an online lesson given in January of 2022 for 188…
Descriptors: Foreign Countries, Chemistry, Science Instruction, Technology Uses in Education
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Claudio Alvarez; Maira Marques Samary; Alyssa Friend Wise – Journal of Computing in Higher Education, 2024
Computer programming is a skill of increasing importance in scientific and technological fields. However, in introductory computer science (CS1) courses in higher education, approximately one in every three students fails. A common reason is that students are overwhelmed by an accelerated and inflexible pace of learning that jeopardizes success.…
Descriptors: Mastery Learning, Computer Science Education, Programming, Action Research
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Martin, Beth; Redmond, Melissa; Woodside, Liz – Journal of Political Science Education, 2023
The benefits of experiential learning are well-documented, but large course enrollment can be seen as a barrier to providing meaningful experiential learning experiences. Political science literature on experiential learning in large undergraduate classes has prioritized simulations of political processes over direct student engagement in actual…
Descriptors: College Freshmen, Large Group Instruction, Class Size, Experiential Learning
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Pamela Donaghy; Chris Gillies; Niall McCann – Journal of Learning Development in Higher Education, 2023
Students on courses leading to professional registration are required to develop an understanding of how to find, appraise and integrate research to inform practice. An escape room activity was designed as part of the learning experience for a first-year academic module titled 'Introduction to evidence-based practice'. The learning module was…
Descriptors: Evidence Based Practice, Game Based Learning, Nursing Students, Learning Activities
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Mark Frydenberg; David J. Yates; Andre Noonan – Information Systems Education Journal, 2024
This paper explores the course design and implementation of a first-year discovery seminar on "Living in the Metaverse" offered at a business university. Integrated with standardized college-readiness topics, the course combines hands-on activities with collaborative assignments and class discussions to present a multidisciplinary…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Interdisciplinary Approach, First Year Seminars
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Evi Suryawati; Syafrinal; Fitri Olvia Rahmi; Masnaini Alimin; Bevo Wahono – Journal of Turkish Science Education, 2024
This study examines the improvement of first-year students' critical thinking and self-regulation by implementing a metacognitive-based e-module. To address the challenges of learning in accordance with the demands of the higher education curriculum, metacognitive-based e-modules are required. Metacognitive strategies such as analogies, concept…
Descriptors: Metacognition, Critical Thinking, Electronic Learning, Biology
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Srithep, Siriprapa – rEFLections, 2023
In Thailand, in-class teaching and learning are regarded as the principal form of obtaining English proficiency in all skills including listening, speaking, reading, and writing. However, Thai students are still deficient of the ability to effectively wield the skills in real life. This reflects the inadequacy of the classroom teaching of the…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Extracurricular Activities
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Grace Rushing; Brennan Power; Matteo D'Alessio – Journal of Chemical Education, 2023
Historically, high levels of self-reported stress, anxiety, and depression are quite common among STEM students. Unfortunately, after multiple semesters of disrupted education due to COVID-19, these mental struggles among students, especially first-year (freshmen) undergraduate engineering students, have only been exacerbated. To mitigate these…
Descriptors: Water Quality, Service Learning, Learning Activities, College Freshmen
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Alma Pisabarro-Marron; Carlos Vivaracho-Pascual; Esperanza Manso-Martinez; Silvia Arias-Herguedas – IEEE Transactions on Education, 2024
Contribution: A successful activity based on the scavenger hunt (SH) game is presented here. Although "serious game" in education now seems synonymous with videogame, the effectiveness of hands-on traditional games to increase student performance that, besides, they also like is defended and proved. The proposal is not focused, as is…
Descriptors: Educational Games, Higher Education, Learning Processes, Student Motivation
Kelsey Rae Sands Schramm; Scott W. Smalley; Michael S. Retallick – Journal of Agricultural Education, 2022
Inquiry-based and problem-based learning are teaching strategies that classrooms across the United States are utilizing. Many agricultural education programs have incorporated hands-on or experiential learning activities, not only to teach their students, but to allow students to develop different skills to be successful within the agricultural…
Descriptors: College Freshmen, Student Attitudes, Student Experience, High Schools
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Caitlin Riegel – Forum for International Research on Students and Teaching, 2023
This study explored the impact of a thoughtfully designed activity that used manipulatives to represent student diversity and impact student engagement within a constructivist course for first-year education students at a small private liberal arts university. The activity encouraged students to represent their own diversity by building something…
Descriptors: Learning Activities, Manipulative Materials, Student Diversity, Learner Engagement
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Mona Asbjørnslett; Helen Bull; Gry Mørk; Tore Bonsaksen – Journal of Occupational Therapy Education, 2022
When students enter a bachelor program in occupational therapy, they engage in a variety of learning activities. To explore students' perceptions of learning activities, this qualitative study investigated the experiences of six first year students participating in an occupational therapy study program at a Norwegian university. The students took…
Descriptors: Occupational Therapy, Allied Health Occupations Education, Learner Engagement, Learning Activities
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