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Young, Mark R. – Journal of Instructional Pedagogies, 2018
Cognitive science indicates that the millennial generation's behavior of instant messaging and multitasking may provide inadequate cognitive capabilities for thoughtful processing of experiences that lead to deep learning. This study describes a teaching innovation that explicitly stimulates reflection and critical self-assessment, along with…
Descriptors: Reflection, Intervention, Experiential Learning, Undergraduate Students
Sung, Han-Yu; Hwang, Gwo-Jen; Wu, Po-Han; Lin, Dai-Qi – Interactive Learning Environments, 2018
Facilitating students' deep-strategy behaviors and positive learning performances of science inquiry is an important and challenging educational issue. In this study, a contextual science inquiry approach is proposed for developing a 3D experiential game to cope with this problem. To evaluate the impacts of the game on students' science learning…
Descriptors: Foreign Countries, Elementary School Students, Learning Strategies, Elementary School Science
Tsai, Chia-Wen; Shen, Pei-Di; Chiang, I-Chun; Chen, Wen-Yu; Chen, Yi-Fen – Interactive Learning Environments, 2018
The application of online learning and educational technologies in higher education has changed teaching methods, the channels of delivering learning materials, and modes of communication between teachers and students. This study is aimed to improve learning effects and investigate, via quasi-experiments, the effects of web-mediated…
Descriptors: Foreign Countries, Undergraduate Students, Web Based Instruction, Cooperative Learning
Samson, Patricia L. – Collected Essays on Learning and Teaching, 2015
Creative Problem-Solving (CPS) can be a transformative teaching methodology that supports a dialogical learning atmosphere that can transcend the traditional classroom and inspire excellence in students by linking real life experiences with the curriculum. It supports a sense of inquiry that incorporates both experiential learning and the…
Descriptors: Learner Engagement, Learning Strategies, Active Learning, Student Motivation
Pracana, Clara, Ed.; Wang, Michael, Ed. – Online Submission, 2021
This book contains a compilation of papers presented at the International Psychological Applications Conference and Trends (InPACT) 2021, organized by the World Institute for Advanced Research and Science (W.I.A.R.S.), that this year has been converted into a fully Virtual Conference as a result of the ongoing Coronavirus (COVID 19) pandemic.…
Descriptors: Educational Psychology, Clinical Psychology, Social Psychology, Cognitive Psychology
Parr, Damian M.; Trexler, Cary J. – Journal of Natural Resources and Life Sciences Education, 2011
Student farms, developed largely out of student efforts, have served as centers for the development of experiential learning and sustainable agriculture and food systems educational activities on land-grant colleges of agriculture well before most formal sustainable agriculture and food systems programs were proposed. This study explored students'…
Descriptors: Learning Theories, Agricultural Colleges, Focus Groups, Agricultural Education
van der Hoeven Kraft, Katrien J.; Srogi, LeeAnn; Husman, Jenefer; Semken, Steven; Fuhrman, Miriam – Journal of Geoscience Education, 2011
To motivate student learning, the affective domain--emotion, attitude, and motivation--must be engaged. We propose a model that is specific to the geosciences with theoretical components of motivation and emotion from the field of educational psychology, and a term we are proposing, "connections with Earth" based on research in the…
Descriptors: Undergraduate Students, Geology, Earth Science, Introductory Courses
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning

Hamid, Azma Abdul – Internet and Higher Education, 2001
Discusses electronic learning and what makes it different from learning in traditional classrooms. Topics include information architecture; user interface design; the importance of focusing on content; constructivism; self-directed learning; learning motivation; reflective approach; learning styles; and experiential learning. (LRW)
Descriptors: Cognitive Style, Computer Interfaces, Constructivism (Learning), Experiential Learning

Maynes, Bill; And Others – Alberta Journal of Educational Research, 1992
Describes experiential learning instructional model and simulation for student principals. Describes interactive laser videodisc simulation. Reports preliminary findings about student principal learning from simulation. Examines learning approaches by unsuccessful and successful students and learning levels of model learners. Simulation's success…
Descriptors: Administrator Attitudes, Administrator Education, Computer Simulation, Experiential Learning