Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 6 |
Descriptor
Authentic Learning | 6 |
College Students | 6 |
Problem Solving | 6 |
Foreign Countries | 4 |
Cooperative Learning | 3 |
Computer Games | 2 |
Instructional Design | 2 |
Learner Engagement | 2 |
Mentors | 2 |
Student Attitudes | 2 |
Student Motivation | 2 |
More ▼ |
Source
Australasian Journal of… | 1 |
CBE - Life Sciences Education | 1 |
Educational Media… | 1 |
Interdisciplinary Journal of… | 1 |
Journal of Turkish Science… | 1 |
ProQuest LLC | 1 |
Author
Anjelica B. Hart | 1 |
Brunton, Robyn | 1 |
Herrington, Jan | 1 |
Hicks, Ben | 1 |
Jumadi, Jumadi | 1 |
Kjelvik, Melissa K. | 1 |
MacDonald, Jasmine | 1 |
Marden, Mariolina Pais | 1 |
Schultheis, Elizabeth H. | 1 |
Sugden, Nicole | 1 |
Thohir, M. Anas | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 4 |
Dissertations/Theses -… | 1 |
Reports - Evaluative | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 6 |
Postsecondary Education | 6 |
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Thohir, M. Anas; Jumadi, Jumadi; Warsono, Warsono – Journal of Turkish Science Education, 2020
A blog page is a vital tool to share and discuss information in real-world problem-solving. Unfortunately, this potential of blogs rarely was used to facilitate the problem-solving in specific physics topics. This study aimed to describe and examine a blog transformation in improving students' problem-solving. Through 40 university students, this…
Descriptors: Web 2.0 Technologies, Authentic Learning, Problem Solving, Physics
Evaluating Student Engagement and Deep Learning in Interactive Online Psychology Learning Activities
Sugden, Nicole; Brunton, Robyn; MacDonald, Jasmine; Yeo, Michelle; Hicks, Ben – Australasian Journal of Educational Technology, 2021
There is growing demand for online learning activities that offer flexibility for students to study anywhere, anytime, as online students fit study around work and family commitments. We designed a series of online activities and evaluated how, where, and with what devices students used the activities, as well as their levels of engagement and…
Descriptors: Learning Activities, Learner Engagement, Online Courses, Handheld Devices
Marden, Mariolina Pais; Herrington, Jan – Educational Media International, 2020
This paper describes a research study that investigated foreign language students' collaborative practice in a blended, authentic learning environment. A group of intermediate and advanced level students of Italian at an Australian university interacted and collaborated with each other and with a group of native speaker mentors through a web-based…
Descriptors: Cooperative Learning, Second Language Learning, Second Language Instruction, Instructional Design
Kjelvik, Melissa K.; Schultheis, Elizabeth H. – CBE - Life Sciences Education, 2019
Data are becoming increasingly important in science and society, and thus data literacy is a vital asset to students as they prepare for careers in and outside science, technology, engineering, and mathematics and go on to lead productive lives. In this paper, we discuss why the strongest learning experiences surrounding data literacy may arise…
Descriptors: Data Use, Scientific Research, Information Literacy, STEM Education
Warr, Melissa; West, Richard E. – Interdisciplinary Journal of Problem-based Learning, 2020
This article describes the implementation of an interdisciplinary design studio as a means to teach creative problem-solving through project-based learning. "Learning and Innovation Skills" has been designated as a core skill that students need to be successful in today's world, and project-based learning is one approach to helping…
Descriptors: Interdisciplinary Approach, Student Projects, Active Learning, Teaching Methods