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Suwicha Wittayakom; Chintana Kanjanavisutt; Methinee Wongwanich Rumpagaporn – Higher Education Studies, 2024
This systematic literature review explores the implementation and effectiveness of active learning approaches in online training environments. The rapid growth of online education necessitates strategies that enhance learner engagement and improve educational outcomes. The review identifies various active learning techniques, such as discussions,…
Descriptors: Online Courses, Training, Active Learning, Learning Strategies
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Jafari, Mina; Welden, Alicia Rae; Williams, Kyle L.; Winograd, Blair; Mulvihill, Ellen; Hendrickson, Heidi P.; Lenard, Michael; Gottfried, Amy; Geva, Eitan – Journal of Chemical Education, 2017
In this paper, we report on the implementation of a novel compute-to-learn pedagogy, which is based upon the theories of situated cognition and meaningful learning. The "compute-to-learn" pedagogy is designed to simulate an authentic research experience as part of the undergraduate curriculum, including project development, teamwork,…
Descriptors: Undergraduate Students, Chemistry, Teaching Methods, Simulation
Reimann, Peter – 1994
Recent research has demonstrated that knowledge about specific instances may be of more relevance to reasoning than has previously been assumed. Students can rely on principles they have learned, or they can recall something similar previously experienced, and base the new prediction on it in an instance-based approach. Instance-based (or…
Descriptors: Case Method (Teaching Technique), Discovery Learning, Experiential Learning, Learning Strategies
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Maxwell, Nan L.; Mergendoller, John R.; Bellisimo, Yolanda – Simulation & Gaming, 2004
This article argues that the merger of simulations and problem-based learning (PBL) can enhance both active-learning strategies. Simulations benefit by using a PBL framework to promote student-directed learning and problem-solving skills to explain a simulated dilemma with multiple solutions. PBL benefits because simulations structure the…
Descriptors: Learning Strategies, Problem Based Learning, Teaching Methods, Simulation
Horak, Willis J. – 1991
Metacognitive skills may be defined in a variety of ways. Generally, these ways all apply to people's thinking about their own personal thinking. This research study analyzed students' interactions to computer programs to assess their metacognitive skills. The metacognitive skills assessed were: (1) planning a course of action; (2) monitoring the…
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Learning Strategies, Metacognition
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Branwyn, Gareth – Futurist, 1986
Role-playing games and simulations offer revolutionary ways to learn and solve problems. Some games/simulations that can be used to explore and evaluate possible futures are described. The future of educational games is also discussed. (RM)
Descriptors: Computers, Educational Games, Futures (of Society), Higher Education
Bilan, Bohdan J. – 1992
This introduction to computer simulations as an integrated learning experience reports on their use with students in grades 5 through 10 using commercial software packages such as SimCity, SimAnt, SimEarth, and Civilization. Students spent an average of 60 hours with the simulation games and reported their experiences each week in a personal log.…
Descriptors: Classroom Techniques, Computer Software, Educational Games, Elementary Secondary Education
Jones, William M. – 1985
Free-form games are applicable to a range of problem-solving situations. This document discusses gaming as a procedure for organized study of the complex problems entailed in confrontations and crises. The major focus of the booklet is on the various forms of this game type, the kinds of problems to which it is best adapted, and some approaches to…
Descriptors: Conflict, Conflict Resolution, Decision Making, Educational Games
Kinnear, Judith F. – 1986
Problem solving is an essential skill in the study of genetics. Genetics problems have traditionally come from laboratory activities and textbook situations. Recently computer-based problems have been available to complement these standard sources. This report focusses on the use of computer-based problems in the study of genetics. Discriptions…
Descriptors: College Science, Computer Assisted Instruction, Foreign Countries, Genetics
Squire, Kurt; Jenkins, Henry; Holland, Walter; Miller, Heather; O'Driscoll, Alice; Tan, Katie Philip; Todd, Katie. – Educational Technology, 2003
Discusses the rapid growth of digital games, describes research at MIT that is exploring the potential of digital games for supporting learning, and offers hypotheses about the design of next-generation educational video and computer games. Highlights include simulations and games; and design principles, including context and using information to…
Descriptors: Computer Games, Context Effect, Design Requirements, Educational Games
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Cope, Karen E. – Social Studies Journal, 1989
Describes a four week simulation of the U.S. Constitutional Convention in which ninth grade students use problem-solving and decision-making skills to debate the issues of the convention. Students are assigned identities and interest areas to stimulate the writing of a class constitution which is then compared with the U.S. Constitution. (LS)
Descriptors: Constitutional History, Debate, Decision Making, Educational Games
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Fannon, Kate – International Journal of Training Research, 2004
This article presents a rationale for why role-play simulation is an effective and socially dynamic learning strategy for VET or HE. The factors of generational change, work world demands due to global economics and rapid technological developments are drivers for educationalists to focus more on the process of learning rather than the content.…
Descriptors: Interpersonal Communication, Learning Strategies, Transformative Learning, Learning Processes
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Hollingsworth, Maurice; Woodward, John – Exceptional Children, 1993
Thirty-seven secondary students with learning disabilities were taught health facts and concepts, which they then applied to problem-solving exercises presented through computer simulation games. Students who were taught an explicit strategy for solving problems performed better on two transfer measures than students given supportive feedback and…
Descriptors: Computer Assisted Instruction, Computer Games, Educational Games, Feedback
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Okamoto, Karl S. – Journal of Legal Education, 1995
A law school course in advanced corporate legal practice is described. The course, a series of simulated lawyering tasks centered on a hypothetical leveraged buyout transaction, is designed to go beyond basic legal analysis to develop professional expertise in legal problem solving. The course description includes goals, syllabus design,…
Descriptors: Advanced Courses, Business Administration, Case Method (Teaching Technique), Classroom Techniques
Wisconsin Univ., Madison. Dept. of Curriculum and Instruction. – 1988
The Interactive Genetics Tutorial (IGT) project and the Intelligent Tutoring System for the IGT project named MENDEL supplement genetics instruction in biology courses by providing students with experience in designing, conducting, and evaluating genetics experiments. The MENDEL software is designed to: (1) simulate genetics experiments that…
Descriptors: Biology, College Science, Computer Assisted Instruction, Computer Uses in Education
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