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Chen, Jyun-Chen; Huang, Yun; Lin, Kuen-Yi; Chang, Yu-Shan; Lin, Hung-Chang; Lin, Chien-Yu; Hsiao, Hsien-Sheng – Journal of Computer Assisted Learning, 2020
This study combined virtual reality (VR) technology, the 6E (Engage, Explore, Explain, Engineer, Enrich, and Evaluate) model, and STEM (Science, Technology, Engineering, and Mathematics) education to develop a hands-on activity aimed at helping students to achieve "learning by doing." The participants were 162 tenth-grade students,…
Descriptors: Hands on Science, Computer Simulation, STEM Education, Experiential Learning
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Sharp, Cathy – Action Learning: Research and Practice, 2020
This paper explores the thinking and practice of 'action inquiry' an embedded learning practice that can help navigate complexity when practising change together. The paper uses examples from social contexts where there are concerns about community wellbeing and health care. These are drawn from collaborative or collective leadership development…
Descriptors: Experiential Learning, Problem Solving, Social Problems, Well Being
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Hatisaru, Vesife; Fraser, Sharon – Teaching Science, 2021
In this paper, the authors introduce a research instrument (Draw a STEM Learning Environment: D-STEM) and its accompanying rubric (the D-STEM Rubric), both of which were developed based upon relevant research studies. The authors describe their usefulness to school principals in commencing conversations with their school's STEM [Science,…
Descriptors: STEM Education, Freehand Drawing, Teacher Attitudes, Educational Environment
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Amr M. Mohamed; Tahany S. Shaaban; Hassen Alazhar Jmaiel – Journal of Attention Disorders, 2024
Objective: The purpose of this study was to examine the perspectives of English as a Foreign Language Special Education teachers (EFLSE) regarding game-based learning approaches for addressing behavioral disorders in ADHD patients. Method: The study involved a sample (n = 131) of EFLSE teachers who completed a questionnaire to determine how…
Descriptors: Special Education Teachers, English (Second Language), Teacher Attitudes, Game Based Learning
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Potter, Patricia; France, Bev – International Journal of Technology and Design Education, 2018
Design and problem solving are central to technology and have distinguished learning in technology from other curriculum areas. This research investigated how expert technologists learn design and problem solving through experience. Data was collected from four expert technologists and this information was analysed using learning theories that…
Descriptors: Design, Problem Solving, Technology Education, Expertise
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Martin, Andrew J.; Rees, Malcolm – International Journal of Work-Integrated Learning, 2019
This research is based on the T-shaped professional model (Gardner, 2017), which advocates developing a breadth of knowledge and skills, and exhibiting boundary-spanning competencies such as teamwork, communication, organizational perspective and networks. This paper describes a thematic content analysis of 271 students' reflections about their…
Descriptors: Experiential Learning, Job Skills, Student Attitudes, Athletics
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Fisher, Amy K.; Simmons, Chris; Allen, Susan C. – Journal of Effective Teaching in Higher Education, 2019
This article reports results of a mixed methods exploration of the effects of reflective supervision on cognitive growth in undergraduate students. Students were enrolled in two sections of an introductory skills practice course containing an experiential exercise designed to enhance skill development. One group received supervision; the other did…
Descriptors: Cognitive Development, Undergraduate Students, Introductory Courses, Experiential Learning
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Cai, Xiuying – Discourse: Studies in the Cultural Politics of Education, 2021
As the global community strives for the 2030 Sustainable Development Goals, particularly, the first goal of 'ending poverty in all its forms everywhere', university students' learning experiences and understanding about global poverty remain comparatively unexplored. This in-depth qualitative study examines how university students in the USA…
Descriptors: Poverty, Economically Disadvantaged, Illiteracy, Global Approach
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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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D' Souza, Dorothy A. C.; Clare, A. C. – Journal on School Educational Technology, 2018
Situated Learning takes place in the social and physical context within which it will be used. In this model, the pupil is "situated" in the learning experience and knowledge acquisition becomes a part of their learning activity. From their experiences pupils "construct" their own knowledge in various learning situations. The…
Descriptors: Secondary School Students, Problem Solving, Context Effect, Experiential Learning
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Kim, Eunhye; Newman, Christine; Lastova, Mark; Bosman, Timothy; Strimel, Greg J. – Technology and Engineering Teacher, 2018
This article presents a culturally situated and socially relevant lesson for intentionally teaching secondary students the fundamental engineering concepts related to Problem Framing and Project Management. This lesson includes: (1) class discussions to engage students in a socially relevant problem (food waste and sustainability) within a…
Descriptors: Secondary School Students, Social Problems, Food, Problem Solving
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Scolari, Carlos A.; Contreras-Espinosa, Ruth S. – Journal of Information Literacy, 2019
The main objective of this article is to analyse informal learning processes in the field of video games. As many teenagers are engaged in these kinds of practices, the big question is: How do teens learn to play video games? In most cases they do not learn to play video games at school or with their parents, and therefore it is necessary to map…
Descriptors: Adolescents, Learning Strategies, Informal Education, Experiential Learning
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Sung, Euisuk – Technology and Engineering Teacher, 2019
Computational thinking has been popularized in the last decade, particularly with the emphasis on coding education in K-12 schools. The core idea of computational thinking has a close relationship with technology and engineering education (TEE). TEE has emphasized the use of computing skills to solve problems, and integrative STEM education…
Descriptors: Skill Development, Computation, STEM Education, Engineering
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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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