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Julia Mañero; Carlos Escaño – Interactive Learning Environments, 2024
Intercreativity is a phenomenon with significant social, cultural and educational implications in the postdigital era. Its meaning refers to the fact of solving problems and making a collective production. However--in a historical and philosophical context that has led to the rise and importance of knowledge production--intercreativity is a…
Descriptors: Creativity, Cooperative Learning, Problem Solving, Teaching Methods
Jill Castek; Tyler H. J. Frank – Adult Literacy Education, 2025
This research digest addresses digital health literacies, demonstrating the important role that adult basic education instructors can play in supporting learners to adapt to a changing digital world. This review is structured by first examining the relationship between the internet and health. The report then discusses the digital health…
Descriptors: Adult Education, Adult Educators, Internet, Information Technology
Pee, L. G. – Studies in Higher Education, 2020
Ill-structured problem solving is widely believed to promote learning in higher education but its multiplicity (i.e. multiple solutions and evaluation criteria) is often seen as a challenge to manage. This study shows that the multiplicity can be managed as well as leveraged to enhance learning effectiveness through online co-creation. Three…
Descriptors: Instructional Effectiveness, Problem Solving, Learning Activities, College Students
Nicol, Adelheid A. M. – College Teaching, 2020
In creating crossword puzzles themselves, students gain an understanding of a concept in order to create the clue for it. The instructor can make this activity either chapter- or domain-specific, for instance, to encourage reading the textbook and researching concepts. In this unique application of the self-generated crossword, students use free…
Descriptors: Puzzles, Teaching Methods, Cooperative Learning, Problem Solving
Jennifer Pi; Christopher Davis; Yasmeen Baki; Alessandra Pantano – PRIMUS, 2024
We discuss two proof evaluation activities meant to promote the acquisition of learning behaviors of professional mathematics within an introductory undergraduate proof-writing course. These learning behaviors include the ability to read and discuss mathematics critically, reach a consensus on correctness and clarity as a group, and verbalize what…
Descriptors: Reflection, Cooperative Learning, Introductory Courses, Mathematical Logic
Kewalramani, Sarika; Palaiologou, Ioanna; Arnott, Lorna; Dardanou, Maria – European Early Childhood Education Research Journal, 2020
This paper presents findings from an on-going international study of early childhood educators' and children's use of new digital technologies, such as the Internet of Toys (IoToys) and the pedagogic interactions which occur when these artefacts are integrated into classrooms. Based on qualitative methodology, data have been collected in four…
Descriptors: Internet, Toys, Early Childhood Education, Technology Integration
Pattra Suansokchuak; Pallop Piriyasurawong – Higher Education Studies, 2025
This article aims to present a new educational model that integrates engineering learning with design thinking via a cloud ecosystem to enhance digital intelligence for undergraduate students. This approach utilizes user-centered problem-solving to foster innovation and collaborative learning. The educational environment can adapt to 21st-century…
Descriptors: Design, Thinking Skills, Engineering Education, Undergraduate Students
Alfin, Jauharoti; Fuad, Ah. Zakki; Nur, Mohamad; Yuanita, Leny; Prahani, Binar Kurnia – International Journal of Instruction, 2019
This Research & Development (R & D) aims to develop and produce a qualified Group Science Learning (GSL) model. The main product is the GSL model that has the following syntax: (1) Motivation and problem orientation based on Internet of things, (2) Collaborative problem-solving activities, (3) Presenting, (4) Nonroutine problem-solving,…
Descriptors: Self Esteem, Science Process Skills, Cooperative Learning, Problem Solving
Tu, Yun-Fang; Hwang, Gwo-Jen – Interactive Learning Environments, 2020
Based on the Technology-based Learning model, the present study reviews the published papers on mobile technologies in Hospitality, Leisure, Sport and Tourism (HLST) education in the Scopus database from 2002 to 2017. Various dimensions, including application domains, research issues, research sample groups, research methods, adopted technologies,…
Descriptors: Educational Trends, Electronic Learning, Hospitality Occupations, Leisure Education
Beraldo, Rossana; Barbato, Silviane; Ligorio, M. Beatrice – Dialogic Pedagogy, 2022
This paper analyses meaning-making processes in a blended setting--face-to-face interaction and web forum--purposely created for collaborative learning activity. The analysis focuses on one pair out of 14 dyads. The dyad comprises two female students aged 17 and 18 who attended a Brazilian third-year state secondary school. We envisioned…
Descriptors: Dialogs (Language), Blended Learning, In Person Learning, Cooperative Learning
Agung, Iskandar; Widiputera, Ferdi; Widodo – Education Quarterly Reviews, 2019
This study aims to determine the impact of using gadgets on psychosocial, socio-emotional development, selfreliance, responsibility, and student learning outcomes. The focus of this study is elementary school students in urban areas with samples taken from six schools, three each in East Jakarta and South Jakarta in the Indonesian capital city,…
Descriptors: Technology Integration, Handheld Devices, Telecommunications, Internet
Bruna, Carola E.; Valenzuela, Nicole A.; Bruna, Daniela V.; Lozano-Rodríguez, Armando; Márquez, Carolina G. – Journal of Food Science Education, 2019
Problem-based learning using authentic material from the web was used to teach metabolism in a biochemistry course. In place of traditional lectures, students' analyzed health or nutrition articles from newspapers and magazines, which were debatable from a scientific point of view, following the principles of problem-based learning. A mixed method…
Descriptors: Metabolism, Problem Based Learning, Biochemistry, Independent Study
Mavroudi, Anna; Fragou, Olga; Goumopoulos, Christos – Designs for Learning, 2019
Ubiquitous Computing, Mobile Computing and the Internet of Things (collectively referred to as UMI herein) involve recent advances in technology areas such as low-cost and miniaturized processing and sensing technologies, high-bandwidth wireless networking and so on. UMI technologies can also support the recent attempts to reform computing…
Descriptors: Computer Science Education, Telecommunications, Handheld Devices, Internet
The Pedagogical Application of Alternate Reality Games: Using Game-Based Learning to Revisit History
Lynch, Ronan; Mallon, Bride; Connolly, Cornelia – International Journal of Game-Based Learning, 2015
The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story.…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Teaching Methods
OECD Publishing, 2018
Schools are not just four walls inside of which students learn how to read, write and think. Schools provide a venue where young people meet each other, and where they develop relationships and friendships that may last for decades. At school, students socialise and hone the interpersonal skills that are required to function effectively in the…
Descriptors: Cooperative Learning, International Cooperation, Interpersonal Competence, Problem Solving