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Dorothy Duchatelet; Frank Cornelissen; Monique Volman – Journal of Experiential Education, 2024
Background: Experiential learning environments are beneficial for the development of generic learning outcomes, such as critical thinking, communication, and self-regulation. However, research about the variation in experiential learning activities and their benefits is scattered across several bodies of discipline-specific literature. Purpose:…
Descriptors: Experiential Learning, Outcomes of Education, Higher Education, Skill Development
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Akkaya, Ali; Akpinar, Yavuz – Computer Science Education, 2022
Background and Context: Though still a nascent area of research, serious games have been presented as means of engaging students in computer programming and computational thinking due to their immersive and interactive nature. Existing research is limited in its ability to provide systems based on sound instructional design models, and only a few…
Descriptors: Experiential Learning, Educational Games, Instructional Design, Programming
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Tessema, Kedir – Journal of Leadership Education, 2020
Designing learning experiences that mimic real-life contexts has always been a challenge for leadership educators. As a result, many educators in leadership courses rely on studies of leadership perspectives, self-assessment activities, and textbook case analysis. However, many educators also successfully design microlevel processes and…
Descriptors: Instructional Design, Leadership Training, Experiential Learning, Group Dynamics
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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
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Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
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Ortez, Osler; Hall, Alyssa; Sindelar, Meghan – Natural Sciences Education, 2023
The Soil Nutrient Relationships course serves juniors and seniors with a major or minor in agronomy at the University of Nebraska-Lincoln. Pre-pandemic enrollment averaged 65 students. In 2021 and 2022, course enrollment was 42 and 55, respectively. The course was adjusted to a flipped design in 2017. Moving into 2021, the Soil Nutrient…
Descriptors: College Students, Pandemics, COVID-19, Teaching Methods
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Mohd Radzi, Shanizan Herman; Tan, Wee Hoe; Yusoff, Amri – Malaysian Journal of Learning and Instruction, 2019
Purpose: This study examines the effects of a simulation board game for teaching and learning shipping management in higher education. A framework of comprehensive shipping operations is developed according to the syllabus of the Shipping Management course at Universiti Utara Malaysia. The course core content in the game covers two main…
Descriptors: Educational Games, Computer Games, Computer Simulation, Marine Education
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Gómez Puente, Sonia M.; van Eijck, Michiel; Jochems, Wim – European Journal of Engineering Education, 2015
Design-based learning (DBL) is an educational approach in which students gather and apply theoretical knowledge to solve design problems. In this study, we examined how critical DBL dimensions (project characteristics, design elements, the teacher's role, assessment, and social context) are applied by teachers in the redesign of DBL projects.…
Descriptors: Professional Development, Experiential Learning, Problem Based Learning, Problem Solving
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McGrath, Helen; O'Toole, Thomas – Action Learning: Research and Practice, 2016
This paper applies an action research (AR) design and action learning (AL) approach to network capability development in an entrepreneurial context. Recent research suggests that networks are a viable strategy for the entrepreneurial firm to overcome the liabilities associated with newness and smallness. However, a gap emerges as few, if any,…
Descriptors: Foreign Countries, College Students, Entrepreneurship, Action Research
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Mihret, Dessalegn Getie; Abayadeera, Nadana; Watty, Kim; McKay, Jade – Accounting Education, 2017
While teaching auditing using cases is regarded as an effective approach, spatial separation of students and teachers in online contexts can restrict the application of case teaching. This study examines an undergraduate auditing course implemented to address this challenge by integrating case teaching with ePortfolio assessment. Students' written…
Descriptors: Teaching Methods, Accounting, Financial Audits, Case Method (Teaching Technique)
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Rawlins, Peter; Kehrwald, Benjamin – Innovations in Education and Teaching International, 2014
This article is a case study of an integrated, experiential approach to improving pre-service teachers' understanding and use of educational technologies in one New Zealand teacher education programme. The study examines the context, design and implementation of a learning activity which integrated student-centred approaches, experiential…
Descriptors: Foreign Countries, Teacher Education Programs, Teacher Education, Case Studies
Wilson, Rebecca D. – ProQuest LLC, 2011
The purpose of this study was to investigate the use of the design characteristics component of the Jeffries/National League for Nursing Framework for Designing, Implementing, and Evaluating Simulations when developing a simulation-based approach to teaching structured communication to new graduate nurses. The setting for the study was a medium…
Descriptors: Instructional Design, Models, Validity, Fidelity
Roberts, Amanda Shackleford – ProQuest LLC, 2013
The purpose of this study was to identify the preferred instructional design strategies for the preparation of pre-service teachers who will deliver integrated STEM lessons. The research objectives were threefold and included identifying a preferred definition of integrated STEM education, developing its purpose statement, and creating a list of…
Descriptors: Instructional Design, Educational Strategies, STEM Education, Integrated Curriculum
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Doering, Aaron; Henrickson, Jeni – Journal of Technology and Teacher Education, 2015
Self-directed, inquiry-based learning opportunities focused on transdisciplinary real-world problem solving have been shown to foster creativity in learners. What tools might we provide classroom teachers to scaffold them and their students through this creative process? This study examines an online informal learning environment and the role the…
Descriptors: Creativity, Inquiry, Independent Study, Informal Education
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Lassen, Astrid Heidemann; Nielsen, Suna Lowe – Research in Science & Technological Education, 2011
Background: Globalization, technological advancement, environmental problems, etc. challenge organizations not just to consider cost-effectiveness, but also to develop new ideas in order to build competitive advantages. Hence, methods to deliberately enhance creativity and facilitate its processes of development must also play a central role in…
Descriptors: Foreign Countries, Engineering Education, Creativity, Global Approach
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