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Wanglang, Chotika; Chatwattana, Pinanta – Journal of Education and Learning, 2023
This research are develop the project-based learning model using gamification which can be used as a guideline to develop the project-based learning system using gamification to enhance 21st century learners through the six steps of project-based learning process and instruction activities using gamification; thereby, users can interact and…
Descriptors: Student Projects, Active Learning, Models, Gamification
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Rima Suwistika; I. Ibrohim; Hendra Susanto – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
Education in the 21st century has experienced many advances that are adjusted to the demands of the times. Thinking skills are in high demand in the 21st century, especially critical thinking and creative thinking skills for students. This study aims to determine the effectiveness of POPBL model learning in improving critical and creative thinking…
Descriptors: Creative Thinking, Critical Thinking, 21st Century Skills, High School Students
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Mursid, R.; Saragih, Abdul Hasan; Hartono, Rudi – International Journal of Education in Mathematics, Science and Technology, 2022
This research examines the effect of the blended project-based learning (PjBL) model and creative thinking ability on engineering students' drawing learning outcomes. Using a pre and post-test quasi-experimental design, the research included a sample of 80 students from two different classes at the Faculty of Engineering, UNIMED, North Sumatra,…
Descriptors: Blended Learning, Student Projects, Active Learning, Creative Thinking
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Vidergor, Hava E. – Interdisciplinary Journal of Problem-based Learning, 2022
The current study addresses the limited research on knowledge acquisition in Project-Based Learning (PjBL) and assesses its development using a Multidimensional Curriculum Model (MdCM) among 563 elementary and secondary school students in Israel. The mixed-method approach involves a quantitative pre-post design, comparing intervention groups who…
Descriptors: Outcomes of Education, Educational Innovation, Student Projects, Active Learning
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Thomas, Kelli, Ed.; Huffman, Douglas, Ed. – IGI Global, 2020
The addition of the arts to STEM education, now known as STEAM, adds a new dimension to problem-solving within those fields, offering students tools such as imagination and resourcefulness to incorporate into their designs. However, the shift from STEM to STEAM has changed what it means for students to learn within and across these disciplines.…
Descriptors: STEM Education, Art Education, Educational Change, Barriers