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Amalija Žakelj; Mara Cotic; Daniel Doz – Cogent Education, 2024
The present research investigates the effects of an active and experiential learning approach on eighth-grade students' mathematics achievement employing a quasi-experimental research design. A total of 231 students from four Slovenian primary schools participated in the study, with 101 students assigned to the experimental group (EG) and 130 to…
Descriptors: Foreign Countries, Secondary School Mathematics, Secondary School Students, Grade 8
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Wei Xu; Jia-Chen Chen; Ye-feng Lou; Hang Chen – International Journal of Technology and Design Education, 2024
Maker education can enhance learners' creativity. Design thinking can facilitate the innovative resolution of complex problems. The design thinking literature and most maker teaching modes are limited in their promotion of learning and ability development in various dimensions. Learners have stereotypes about some professions; interventions can…
Descriptors: Elementary School Students, Cooperative Learning, Problem Based Learning, Student Projects
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Ouariachi, Tania; Wim, Elving J. L. – Environmental Education Research, 2020
In the last years we have observed a growing interest in the use of gamification approaches for climate change education. While most practices are related to digital gaming, there is a new trend which is still academically unexplored: escape rooms. The main objective of this paper is to serve as an initial exploratory study in this field by…
Descriptors: Games, Problem Solving, Conservation (Environment), Environmental Education
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Hulaikah, Mifta; Degeng, I. Nyoman Sudana; Sulton; Murwani, F. Danardana – International Journal of Instruction, 2020
This study examined the effect of experiential learning and the adversity quotient in the problem-solving ability of accounting vocational college students. The subjects were 120 participants selected and assigned to control and experimental groups. The experimental group was given experiential learning with four steps. Learners participated in a…
Descriptors: Experiential Learning, Problem Solving, Vocational Education, Accounting
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Lin, Kuen-Yi; Yu, Kuang-Chao; Hsiao, Hsien-Sheng; Chang, Yu-Shan; Chien, Yu-Hung – International Journal of Technology and Design Education, 2020
Collaborative problem-solving skills are one of the key competencies required in the twenty-first century. In this study, researchers attempted to compare the effectiveness of web-based collaborative problem-solving systems (wCPSS) and classroom-based collaborative hands-on learning activities (cCHLA) in the development of collaborative…
Descriptors: Web Based Instruction, STEM Education, Classroom Environment, Instructional Effectiveness
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Brau, Rebekah Inez; Gardner, John W.; Webb, G. Scott; McDonald, Jason K. – Decision Sciences Journal of Innovative Education, 2019
We develop a single-class period learning game for the Plan-Do-Study-Act (PDSA) improvement cycle. The experiential activity walks teams through the PDSA problem-solving process as they create paper American footballs and improve their performance using each step of the cycle. The game is one of the first to focus on PDSA. Key benefits include…
Descriptors: Supply and Demand, Class Activities, Educational Games, Experiential Learning
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Francis, Nigel; Morgan, Alwena; Holm, Sean; Davey, Ross; Bodger, Owen; Dudley, Ed – Biochemistry and Molecular Biology Education, 2020
The flipped classroom is a relatively new active learning pedagogical intervention, gaining popularity as a blended learning methodology. The flipped classroom comprises two distinct parts, directed learning carried out at the student's own pace away from the classroom and an interactive, class-based activity encouraging problem-solving and…
Descriptors: Teaching Methods, Video Technology, Homework, Biochemistry
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Czaplinski, Iwona; Turner, Ian W.; Helmstedt, Kate; Corry, Paul; Mallet, Dann G. – International Journal of Mathematical Education in Science and Technology, 2021
In this paper, we consider the perceived effectiveness of using industry-based transdisciplinary, complex problems as a vehicle for final year undergraduate mathematics students to apply their knowledge and skills in realistic settings, preparing them for the world of work. The discussion centres on a recently designed, implemented and evaluated…
Descriptors: College Mathematics, College Seniors, Undergraduate Students, Relevance (Education)
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Ibrahim, Mohd Faisal; Huddin, Aqilah Baseri; Hashim, Fazida Hanim; Abdullah, Mardina; Rahni, Ashrani Aizzuddin Abd; Mustaza, Seri Mastura; Hussain, Aini; Zaman, Mohd Hairi Mohd – International Journal of Evaluation and Research in Education, 2020
This study examined the educational effects in strengthening programming skills among university's undergraduate engineering students via integration of a robotics project and an experiential learning approach. In this study, a robotics project was conducted to close the gap of students' difficulty in relating the theoretical concepts of…
Descriptors: Programming, Engineering Education, Experiential Learning, Active Learning
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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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Vallis, Carmen; Redmond, Petrea – Journal of University Teaching and Learning Practice, 2021
Design thinking can be broadly defined as a set of creative skills to understand and problem-solve ambiguous and complex problems, and a practice that places humans at the heart of the design process. Such collaborative ways of design thinking and design-doing are much needed to address twenty-first century challenges such as climate change.…
Descriptors: Business Administration Education, Thinking Skills, Design, Problem Solving
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Cotic, Nastja; Plazar, Janja; Istenic Starcic, Andreja; Zuljan, Darjo – Journal of Baltic Science Education, 2020
Experiential learning was introduced to support a child's concept development towards evolution scientific literacy. This study examined the effect of an experiential learning model (The Mobile Natural Science Learning -- MNSL) on the knowledge of 4th grade primary school students in Slovenia, during natural science school lessons at the seashore…
Descriptors: Outdoor Education, Marine Biology, Science Instruction, Instructional Effectiveness
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Rosli, Roslinda; Goldsby, Dianne; Onwuegbuzie, Anthony J.; Capraro, Mary Margaret; Capraro, Robert M.; Gonzalez, Elsa Gonzalez Y. – Journal on Mathematics Education, 2020
Previous research has shown knowledge, perceptions, and attitudes are essential factors during mathematics classroom instruction. The current study examined the effects of a 3-week fraction instructional unit using concrete models, problem-solving, and problem-posing to improve elementary preservice teachers' knowledge, perceptions and attitudes…
Descriptors: Preservice Teachers, Student Attitudes, Knowledge Level, Fractions
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Kim, Oanh Duong Thi – Universal Journal of Educational Research, 2019
The transition towards a sustainable economy has given a new term "green competences". Green competences build upon the foundation of core competences including literacy, numeracy, communication, teamwork and problem-solving - which along with awareness of environmental issues and entrepreneurship, facilitate lifelong learning and…
Descriptors: Foreign Countries, Experiential Learning, Minimum Competencies, College Students
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Chang, Shao-Chen; Hsu, Ting-Chia; Chen, Yen-Ni; Jong, Morris Siu-yung – Interactive Learning Environments, 2020
With the continuous development and innovation of information technology, virtual reality (VR) has become an important topic of education technology in recent years. VR is not only applied in many industries, but is also used by scholars for education applications as it enables students to have an immersive learning experience to enhance their…
Descriptors: Video Technology, Computer Simulation, Science Instruction, Instructional Effectiveness
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