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Peer reviewedCharalambides, Leonidas C. – Simulation and Games, 1984
Describes an experiential learning method designed to improve management students' understanding of the scientific approach. A model of the consulting/intervention process, the Managerial Problem Solving Cycle is based on the premise that formulation of problem diagnosis facilitates communication, which in turn, contributes to increased…
Descriptors: Administrator Education, Decision Making, Experiential Learning, Higher Education
Cain, Jim – 2001
This handbook presents a collection of over 35 experiential and adventure-based activities using only a single item of equipment--a 15-foot long section of 1-inch tubular climbing webbing, called a raccoon circle. Some of the activities are quiet, some are loud, and they range from low to high challenge levels. Different-sized groups can be…
Descriptors: Adventure Education, Experiential Learning, Games, Group Activities
Murphy, Pat; Lambertson, Lori; Tesler, Pearl – 2003
This book offers games and mathematics activities using a hands-on approach for middle school students and features games, puzzles, experiments, and projects. Contents include: (1) "Boxed In!"; (2) "Oddball"; (3) "Pig"; (4) "Madagascar Solitaire"; (5) "Fantastic Four"; (6) "Eratosthenes' Sieve"; (7) "Hopping Hundred"; (8) "Tic-Tac-Toe Times"; (9)…
Descriptors: Educational Games, Experiential Learning, Mathematics Activities, Mathematics Education
Peer reviewedSpaulding, Raymond E. – Mathematics Teacher, 1973
Tac Tix is a board game for two players having a mathematical optimum strategy for play. The strategy can be discovered by application of general problem solving techniques. (JP)
Descriptors: Experiential Learning, Games, Mathematical Enrichment, Mathematics Education
Peer reviewedMasalski, William J. – Mathematics Teacher, 1974
Descriptors: Discovery Learning, Experiential Learning, Geometric Concepts, Laboratory Procedures
Peer reviewedPiippo, Steven W. – Technology Teacher, 1989
Describes a materials science and technology course for high school students, which combines chemistry, physics, engineering, math, technology education, and crafts to introduce students to the atomic make-up and physical properties of materials and to apply this knowledge in creative activities. (SK)
Descriptors: Experiential Learning, Handicrafts, High Schools, Industrial Arts
Peer reviewedSchack, Gina D. – Educational Leadership, 1993
Teachers can help students "find" problems by brainstorming potential research ideas connected to interests they already have. Students of all ages can do descriptive, historical, experimental, correlational, and developmental research. Case, field, causal, and comparative research might be more successful with older students. Conducting real…
Descriptors: Brainstorming, Elementary Secondary Education, Experiential Learning, Problem Solving
Prouty, Dick – Zip Lines: The Voice for Adventure Education, 2000
Creativity is valued increasingly in business and education. Humor, fun, and play take the brain from a cognitive, rule-bound state to a more fluid state where the whole body can work on a problem while the "thinking mind" is relaxed. Vignettes demonstrate how adventure education stimulates creativity through play, fun, humor, and…
Descriptors: Adventure Education, Creativity, Educational Environment, Experiential Learning
Peer reviewedValkeavaara, Tuija – Studies in Continuing Education, 1999
Stories of 20 experienced Finnish human resource developers illustrate how expertise is constructed through the experience of problem-solving situations. Communication, interaction, collaboration, and management involvement are sources of problem situations. Expertise is a flexible and inclusive state of mind, not the application of routine…
Descriptors: Constructivism (Learning), Experiential Learning, Foreign Countries, Human Resources
Peer reviewedRobinson, Muriel – Education + Training, 2001
Uses the example of a diploma in religious education course to explore what constitutes action learning. Concludes that, since students do not set their own agenda for growth and change and do not work on genuine problems resulting in real-world action, it is not action learning. However, experiential opportunities to challenge existing belief…
Descriptors: Educational Certificates, Experiential Learning, Foreign Countries, Higher Education
Duenker, Nicky – Pathways: The Ontario Journal of Outdoor Education, 1996
A learning activity designed for an Association of Experiential Educators workshop asked participants to lead their group through a maze symbolizing the obstacles and frustration encountered when implementing experiential education programs. Includes goals, set-up, sample presentation, and suggestions for debriefing participants. (LP)
Descriptors: Consciousness Raising, Educational Games, Experiential Learning, Faculty Development
Lucier, Todd – Pathways: The Ontario Journal of Outdoor Education, 2001
Creating towers of balanced stones is a versatile outdoor learning activity that can be experienced in the classroom, school yard, forest, or parking lot. Students discover hidden talents, learn to work and communicate clearly with others, and reconnect with the natural world. Several variations on the exercise are given, along with principles of…
Descriptors: Class Activities, Construction (Process), Creativity, Elementary Secondary Education
Ashton, Sam – Action Learning: Research and Practice, 2006
The purpose of action learning is to learn through devising solutions and strategies in response to problems and implementing them through deliberative action. To understand the relation between action and learning, learners and facilitators need sufficient understanding of both concepts, but they are handicapped by lack of adequate theory and…
Descriptors: Experiential Learning, Active Learning, Problem Solving, Cooperative Learning
Cooke, Lynne; Williams, Sean – Business Communication Quarterly, 2004
Client projects are an opportunity for universities to create long-lasting, mutually beneficial relationships with businesses through an academic consultancy service. This article discusses the rationale and logistics of two models for conducting such projects. One model, used at Clemson University, is a formal academic consultancy service in…
Descriptors: Business Communication, Problem Solving, Educational Opportunities, Higher Education
Venables, Anne; Tan, Grace – Journal of Information Technology Education, 2007
Genetic algorithms (GAs) are a problem solving strategy that uses stochastic search. Since their introduction (Holland, 1975), GAs have proven to be particularly useful for solving problems that are "intractable" using classical methods. The language of genetic algorithms (GAs) is heavily laced with biological metaphors from evolutionary…
Descriptors: Feedback (Response), Constructivism (Learning), Genetics, Knowledge Representation

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