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Smith, Shaunna; Rodriguez, Shelly – TechTrends: Linking Research and Practice to Improve Learning, 2021
Maker-centered learning is a creative hands-on educational strategy that uses a variety of tools and materials to support the iterative design of physical or digital artifacts. It involves the "messy" process of trial and error; therefore, authentic integration of maker-centered learning requires teachers to embrace ambiguity. This…
Descriptors: Ambiguity (Context), Shared Resources and Services, Learning Strategies, Experiential Learning
Behnam Soltani; Karsten E. Zegwaard – International Journal of Work-Integrated Learning, 2024
To understand graduate employability, this paper uses a landscape of practice (LofP) lens, and methods including narrative frames, observations, and interviews to interpret capability development and identity construction of learners in a work-based learning masters program. It argues that learners enhance employability, capabilities, and…
Descriptors: Employment Potential, Communities of Practice, Masters Programs, Ability
Scolari, Carlos A.; Contreras-Espinosa, Ruth S. – Journal of Information Literacy, 2019
The main objective of this article is to analyse informal learning processes in the field of video games. As many teenagers are engaged in these kinds of practices, the big question is: How do teens learn to play video games? In most cases they do not learn to play video games at school or with their parents, and therefore it is necessary to map…
Descriptors: Adolescents, Learning Strategies, Informal Education, Experiential Learning
Reese, Simon – Action Learning: Research and Practice, 2015
This paper reflects upon a sub-optimal action learning application with a strategic business re-design project. The objective of the project was to improve the long-term business performance of a subsidiary business and build the strategic plan. Action learning was introduced to aid the group in expanding their view of the real problems…
Descriptors: Experiential Learning, Problem Solving, Academic Failure, Expectation
Dahl, Andrew J.; Peltier, James W.; Schibrowsky, John A. – Journal of Marketing Education, 2018
Marketing educators have long espoused the importance of critical thinking as a means of developing students' higher-order problem-solving skills. In this article, we utilize an historical approach to investigate how educators have defined, operationalized, and empirically evaluated the critical thinking construct. To accomplish this, we review…
Descriptors: Critical Thinking, Marketing, Problem Solving, Thinking Skills
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
Roopashree, B. J. – Journal on School Educational Technology, 2014
Problem-based approaches to learning have a long history of advocating experience-based education. Psychological research and theory suggests that, by having students learn through the experience of solving problems, they can learn both content and thinking strategies. Problem-Based Learning (PBL) is an instructional method in which students learn…
Descriptors: Problem Based Learning, Educational Practices, Experiential Learning, Teaching Methods
Obikwelu, Chinedu; Read, Janet; Sim, Gavin – Electronic Journal of e-Learning, 2013
For a child to learn through Problem-Solving in Serious games, the game scaffolding mechanism has to be effective. Scaffolding is based on the Vygotzkian Zone of Proximal Development (ZPD) concept which refers to the distance between the actual development level as determined by independent problem solving and the level of potential development as…
Descriptors: Problem Solving, Scaffolding (Teaching Technique), Learning Strategies, Child Development
Jabbar, Khalid Bin Abdul; Ong, Alex; Choy, Jeanette; Lim, Lisa – Australasian Journal of Educational Technology, 2013
This study examined the use of authentic experiential-based videos in self-explanation activities on 32 polytechnic students' learning and motivation, using a mixed method quasi-experimental design. The control group analysed a set of six pre-recorded videos of a subject performing the standing broad jump (SBJ). The experimental group captured…
Descriptors: Quasiexperimental Design, Experiential Learning, Video Technology, Intervention
Pedler, Mike – Action Learning: Research and Practice, 2012
This essay is about how to learn to organise to tackle the intractable and most difficult problems of organisations and societies. It opens with a discussion of the nature of such problems, which are the spur for Revans' action learning and the focus of some recent thinking on leadership. Action learning works on the basis of peer relationships…
Descriptors: Administrator Education, Learning Strategies, Cancer, Experiential Learning
Scott, Sheila – General Music Today, 2010
Minds-on engagement in active learning is explored through the experiences of Margaret Sanders, a general music teacher. Minds-on learners think about their experiences. They are actively involved as questioners and problem solvers while they complete musical tasks and reflect on their work after it is completed. Minds-off learners focus on their…
Descriptors: Music, Learning Strategies, Active Learning, Problem Solving
Mayer, Richard E.; Johnson, Cheryl I. – Journal of Educational Computing Research, 2010
Students learned about electrical circuits in an arcade-type game consisting of 10 levels. For example, in one level students saw two circuits consisting of various batteries and resistors connected in series or parallel, and had to indicate which one had a higher rate of moving current. On levels 1-9, all students received a correct tone and had…
Descriptors: Feedback (Response), Educational Games, Experiential Learning, Science Instruction
Kiili, Kristian – British Journal of Educational Technology, 2007
Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful…
Descriptors: Experiential Learning, Educational Games, Problem Solving, Models
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
Roegiers, Xavier – Prospects: Quarterly Review of Comparative Education, 2007
The article deals with a particular aspect of the competencies-based approach in the curricula of basic and secondary education: the role of complex situations in learning. What should their role be so that education systems gain both in effectiveness and equity? Many research outcomes have shown that it is important to stress first and foremost…
Descriptors: Problem Solving, Educational Change, Elementary Secondary Education, Educational Strategies