Publication Date
In 2025 | 18 |
Since 2024 | 70 |
Since 2021 (last 5 years) | 247 |
Since 2016 (last 10 years) | 564 |
Since 2006 (last 20 years) | 886 |
Descriptor
Problem Solving | 1118 |
Student Attitudes | 1118 |
Teaching Methods | 1093 |
Foreign Countries | 483 |
Mathematics Instruction | 320 |
Undergraduate Students | 213 |
Cooperative Learning | 166 |
Thinking Skills | 160 |
Instructional Effectiveness | 156 |
Science Instruction | 147 |
College Students | 142 |
More ▼ |
Source
Author
Publication Type
Education Level
Audience
Teachers | 63 |
Practitioners | 56 |
Researchers | 28 |
Administrators | 8 |
Students | 2 |
Policymakers | 1 |
Location
Turkey | 59 |
Australia | 38 |
Taiwan | 33 |
Indonesia | 30 |
China | 24 |
South Africa | 19 |
Malaysia | 17 |
Canada | 16 |
Spain | 13 |
Thailand | 13 |
United Kingdom (England) | 13 |
More ▼ |
Laws, Policies, & Programs
Bill of Rights | 1 |
Universal Declaration of… | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 1 |
Meets WWC Standards with or without Reservations | 1 |
Does not meet standards | 1 |
Rebecca Sorsen – ProQuest LLC, 2024
In the first part, we investigate Birman, Ko, and Lee's left canonical form of a braid and give a new diagrammatic approach. We use the left canonical form to characterize almost strongly quasipositive braids. In the second part, we investigate students' confidence in mathematics and problem solving skills. Every math instructor has heard students…
Descriptors: Mathematics Instruction, Problem Solving, Teaching Methods, Self Efficacy
Dan Sun; Fan Xu – Journal of Educational Computing Research, 2025
Real-time collaborative programming (RCP), which allows multiple programmers to work concurrently on the same codebase with changes instantly visible to all participants, has garnered considerable popularity in higher education. Despite this trend, little work has rigorously examined how undergraduates engage in collaborative programming when…
Descriptors: Cooperative Learning, Programming, Computer Science Education, Undergraduate Students
Irma Dhitasarifa; Indah Urwatin Wusqo – Turkish Online Journal of Distance Education, 2024
This study aims to determine the effect of using STEAM digital teaching materials on increasing creative problem-solving skills. This study has a quasi-experimental research design with a nonequivalent control group. This study employed a random sampling technique and obtained Class 8-F as the experimental class and Class 8-H as the control class.…
Descriptors: STEM Education, Educational Technology, Instructional Materials, Creativity
Karen Zwanch – Investigations in Mathematics Learning, 2024
This qualitative research study uses middle-grades students' numerical reasoning to model their symbolic representations of the relationship between two multiplicatively related unknowns on an algebra task. Students in sixth grade through ninth grade participated in clinical interviews that assessed their numerical reasoning using the Number…
Descriptors: Algebra, Teaching Methods, Mathematics Instruction, Thinking Skills
Xinyu Gui; Anjie Zhu; Guohong Song; Huiping Li – Biochemistry and Molecular Biology Education, 2025
Case-based learning (CBL) is a learner-centric educational approach that fosters independent learning and exploration through case analysis, guided by teachers' heuristic instruction. The study aimed to evaluate the efficacy of CBL versus traditional teaching methods in advanced breast cancer education for residents. In this randomized controlled…
Descriptors: Cancer, Biochemistry, Science Instruction, Thinking Skills
Kristen Vroom; Tenchita Alzaga Elizondo – International Journal of Research in Undergraduate Mathematics Education, 2024
Undergraduate students are expected to produce and comprehend constructive existence proofs; yet, these proofs are notoriously difficult for students. This study investigates students' thinking about these proofs by asking students to validate two arguments for the existence of a mathematical object. The first argument featured a common structural…
Descriptors: Mathematics Instruction, Validity, Mathematical Logic, Student Attitudes
Zachary M. Savelson; Kasia Muldner – Computer Science Education, 2024
Background and Context: Productive failure (PF) is a learning paradigm that flips the order of instruction: students work on a problem, then receive a lesson. PF increases learning, but less is known about student emotions and collaboration during PF, particularly in a computer science context. Objective: To provide insight on students' emotions…
Descriptors: Student Attitudes, Psychological Patterns, Fear, Failure
Shu-Chen Cheng; Gwo-Jen Hwang; Chih-Hung Chen – Education and Information Technologies, 2024
Developing students' scientific literacy is the most important educational goal and challenge of the 21st century. Many studies have confirmed that flipped learning has significantly impacted learning science. Researchers indicate that the lack of an appropriate learning guidance strategy in the pre-class stage for flipped learning will influence…
Descriptors: Flipped Classroom, Teaching Methods, Comparative Analysis, Science Instruction
Esty Saraswati Nur Hartiningrum; Subanji; I. Made Sulandra – Mathematics Teaching Research Journal, 2024
Students' experience errors in solving proportional problems and prospective teachers' experience were the same thing. Research that explained the wrong strategy for understanding proportional problems still needed to be completed. Objectives to describe the wrong strategies chosen by prospective teachers in solving proportional questions and the…
Descriptors: Preservice Teachers, Error Patterns, Mathematics Instruction, Teaching Methods
Hossein Bozorgian; Esmat Shamsi – International Journal of Listening, 2025
Metacognitive instruction supports L2 listening learners to enhance their listening comprehension skill. To date, some review studies have investigated this topic; however, none of them has reported quantitative and qualitative findings in the form of a systematic literature review. This research addresses this gap by collecting, analyzing, and…
Descriptors: Metacognition, Listening Comprehension, Problem Solving, Databases
Nurit Paz-Baruch; Guy Grovas; Zemira R. Mevarech – Metacognition and Learning, 2025
Fostering creative thinking and promoting metacognitive processes are two major goals of 21st -century education. Recent research has pinpointed the essential role of meta-creativity in the process of creative thinking. Nevertheless, the concept of meta-creativity has not been widely adopted. The purpose of the present study is, therefore,…
Descriptors: Grade 6, Elementary School Students, Creative Thinking, Metacognition
Ana Patricia García-Amado; Maythe García-Rivero; José Luis Cruz-Canales; Rubén Abraham Moreno Segura; Asuman Oktaç – For the Learning of Mathematics, 2024
The aim of this study is to explore the possibility of introducing the general notions of function and inverse function through a mathematical activity on linear functions, focusing on the quantitative meaning associated to the connection between a relation and its inverse. We present a genetic decomposition, that is, a viable cognitive path for…
Descriptors: Mathematics Instruction, Teaching Methods, High School Students, Student Attitudes
Thitima Srivatanakul – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification, including game-based learning (GBL), is a widely recognized pedagogical approach used for imparting and reinforcing cybersecurity knowledge and skills to learners. One innovative form of GBL gaining popularity across various educational levels, from secondary schools to professional development, is escape room-style education. This…
Descriptors: Computer Security, Problem Solving, Gamification, Undergraduate Students
Cecilia Latorre-Cosculluela; Verónica Sierra-Sánchez; Sandra Vázquez-Toledo – Smart Learning Environments, 2025
The importance and benefits of teamwork in the university context have been widely recognized in recent decades. However, there is little evidence that analyzes the effects of the combination of collaborative learning strategies and gamification methodologies for the improvement of transversal skills and academic performance. In this sense, in…
Descriptors: College Students, Gamification, Student Attitudes, Cooperative Learning
Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation