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Joel Weijia Lai; Wei Qiu; Maung Thway; Lei Zhang; Nurabidah Binti Jamil; Chit Lin Su; Samuel S. H. Ng; Fun Siong Lim – Journal of Learning Analytics, 2025
The growing use of generative AI (GenAI) has sparked discussions regarding integrating these tools into educational settings to enrich the learning experience of teachers and students. Self-regulated learning (SRL) research is pivotal in addressing this inquiry. One prevalent manifestation of GenAI is the large-language model (LLM) chatbot,…
Descriptors: Artificial Intelligence, Computer Software, Learning Analytics, Introductory Courses
Philip Ralph Hulbig – International Journal on Social and Education Sciences, 2024
Public education in the United States is breaking down on two dimensions: its bureaucratic organization and its conceptualization of the learning process. These breakdowns result from attempts to deliver public education using business models and have failed to support the needs of both students and teachers. This breakdown has been further…
Descriptors: Problem Solving, Decision Making Skills, Learning Strategies, Student Centered Learning
Julius Meier; Peter Hesse; Stephan Abele; Alexander Renkl; Inga Glogger-Frey – Instructional Science: An International Journal of the Learning Sciences, 2024
Self-explanation prompts in example-based learning are usually directed backwards: Learners are required to self-explain problem-solving steps just presented ("retrospective" prompts). However, it might also help to self-explain upcoming steps ("anticipatory" prompts). The effects of the prompt type may differ for learners with…
Descriptors: Problem Based Learning, Problem Solving, Prompting, Models
Nicholas Gorgievski; Thomas DeFranco – Investigations in Mathematics Learning, 2024
In most mathematics textbooks, each lesson is followed by a set of homework problems in one of two ways -- blocked practice and mixed practice. Additionally, most mathematics textbooks rely on a common learning strategy called overlearning, that is, mastering a skill and continuing to practice this same skill. This study investigated the effects…
Descriptors: Calculus, Mathematics Instruction, Mathematics Achievement, Scores
Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content.…
Descriptors: Concept Mapping, Game Based Learning, Learning Strategies, Grade 7
Suwicha Wittayakom; Chintana Kanjanavisutt; Methinee Wongwanich Rumpagaporn – Higher Education Studies, 2024
This systematic literature review explores the implementation and effectiveness of active learning approaches in online training environments. The rapid growth of online education necessitates strategies that enhance learner engagement and improve educational outcomes. The review identifies various active learning techniques, such as discussions,…
Descriptors: Online Courses, Training, Active Learning, Learning Strategies
Yu-Chen Kuo; Po-Jung Chang – Education and Information Technologies, 2024
In recent years, many schools have started implementing remote teaching due to the impact of the COVID-19. Flipped classroom has been proven to be a student-centered teaching method that can effectively improve learning effectiveness. Nonetheless, if students fail to watch the instructional videos prior to class or encounter difficulties during…
Descriptors: Flipped Classroom, Electronic Learning, Cooperative Learning, Problem Solving
Reilly Norum; Ji-Eun Lee; Erin Ottmar; Lane Harrison – British Journal of Educational Technology, 2024
Well-designed online educational games can improve students' math knowledge, skills and engagement; however, more research is needed to understand how to formatively assess components of students' mathematical understanding and learning as students solve problems in online educational games. In this study, we examined how 7th-grade students' (N =…
Descriptors: Educational Games, Computer Games, Student Evaluation, Mathematics Skills
Anna C. Strauss; Jenna G. Waggoner; Mhret D. Wondmagegne; Tutita M. Casa – Mathematics Teacher: Learning and Teaching PK-12, 2025
The authors wondered if there was a way to support their reluctant Grades 4, 5, and 6 students in contributing their starting points and strategies and advancing their collective knowledge. They wanted to ensure that the students had the space to develop and take ownership of the strategies they produced through a visual representation of ideas…
Descriptors: Personal Autonomy, Mathematics Instruction, Teaching Methods, Cooperative Learning
Chengzhen Liu; Qianling Huang; Geng Li; Dahong Xu; Xi Li; Zifu Shi; Shen Tu – Journal of Creative Behavior, 2024
The process of creative problem-solving (CPS) commonly demands that individuals consciously or unconsciously integrate creative ideas from a vast array of diverse information. Using a masked priming paradigm and the Chinese remote associates test (RAT), this study provides innovative behavioral evidence for the integration of multiple unconscious…
Descriptors: Creativity, Creative Thinking, Productive Thinking, Problem Solving
Li Chen; Yuta Taniguchi; Atsushi Shimada; Masanori Yamada – SAGE Open, 2024
Despite the growing emphasis on integrating collaborative problem-solving (CPS) into science, technology, engineering, and mathematics (STEM) education, a comprehensive understanding of the critical factors that affect the effectiveness of this educational approach remains a challenge. This study aims to identify effective strategic and behavioral…
Descriptors: Secondary School Students, Cooperative Learning, Problem Solving, STEM Education
Esther S. Levenson; Ruthi Barkai; Anas Mahamid; Sigal Levy – Educational Studies in Mathematics, 2024
This study examines the solutions of 34 kindergarten children as they create equal groups from n bottle caps, where n was equal to 8, 9, 22, and 23. For each n, children were asked to find as many different solutions as possible. The number of solutions they found, i.e., children's fluency, as well as the strategies used to create equal groups,…
Descriptors: Elementary School Mathematics, Kindergarten, Creativity, Mathematical Concepts
Azeneth Patiño; María Soledad Ramírez-Montoya; Gerardo Ibarra-Vazquez – Contemporary Educational Technology, 2023
Complex thinking is a desired competency in 21st-century university students, so technology-based teaching and learning strategies must be carefully considered when training them in complex reasoning skills. This systematic review aims to map research on the use of teaching and learning strategies supported by technology to enhance complex…
Descriptors: Educational Trends, Technology Uses in Education, Higher Education, Thinking Skills
Kayode Oyetade; Tranos Zuva; Anneke Harmse – Cogent Education, 2024
Hackathons in education are increasingly recognized for their immersive learning experiences, emphasizing problem-solving and diverse innovation. Despite their acknowledged role in curricular innovation, there remains a gap in understanding their impact on student learning outcomes. This study employs the PRISMA methodology to evaluate the impact…
Descriptors: Literature Reviews, Meta Analysis, Cooperative Learning, Problem Solving
Gwo-Jen Hwang; Wen-Hua Chuang; Lu-Ho Hsia – Education and Information Technologies, 2024
Many scientific concepts and theorems are often abstract and challenging to relate to real-life problems, making it difficult for students to grasp them. Therefore, some researchers have attempted to enhance students' understanding by employing a contextual learning approach, which allows students to apply scientific knowledge to real situations…
Descriptors: Secondary School Students, Secondary School Science, Chemistry, Science Instruction