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What Works Clearinghouse, 2023
Teachers can use a variety of classroom management practices to help foster a classroom environment in which all students can learn. "Good Behavior Game" is a specific classroom management strategy that aims to improve social skills, minimize disruptive behaviors, and create a positive learning environment. Teachers place students into…
Descriptors: Classroom Techniques, Positive Behavior Supports, Educational Games, Intervention
Toro-Troconis, Maria; Alexander, Jesse; Frutos-Perez, Manuel – International Journal of Higher Education, 2019
This paper presents the learning design framework used in the design of the Online MA in Photography at Falmouth University. It discusses the importance of evaluating the success of online learning programmes by analysing learning analytics and student feedback within the overall pedagogic context and design of the programme. Linear regression…
Descriptors: Foreign Countries, Graduate Students, Instructional Design, Curriculum Design
Qu, Lei; Chen, Yawei; Rooij, Remon; de Jong, Peter – International Journal of Technology and Design Education, 2020
This article contributes to the discussion about learning from group methods in design education. Based on action research results, it presents and reflects on teaching activities related to urban and regional design in TU Delft, Faculty of Architecture and the Built Environment, conducted and coordinated by the authors. Constructive alignment of…
Descriptors: Cooperative Learning, Design, Urban Planning, Interdisciplinary Approach
Sriparna Saha; Valerie McKenzie; Nancy Emery; Julian Resasco; Scott Taylor; Sandhya Krishnan; Lisa Corwin – CBE - Life Sciences Education, 2024
One of the central issues in ecology is the underrepresentation of individuals from diverse backgrounds. This underrepresentation starts at the undergraduate level and continues into graduate programs, contributing to a need for more diversity in the discipline. We hypothesize that the interplay of students' identities and contextual factors…
Descriptors: Graduate Students, Ecology, STEM Education, Field Instruction
Kelly, Lauren Leigh – Equity & Excellence in Education, 2023
This article discusses how activist-oriented BIPOC youth designed an annual conference rooted in youth culture and social justice. As a participant-observer, I analyze how these youth co-constructed a teaching and learning curriculum centered on young people's identities, epistemologies, and radical imaginings. The process of the youth leaders…
Descriptors: Minority Group Students, Design, Conferences (Gatherings), Youth
Eliza Kitchen – International Journal for Students as Partners, 2023
This case study explores a partnership within an events management topic. Students were encouraged to take ownership over the creation and operation of an event held on the university campus. The topic lecturer provided guidance throughout the process and liaised with the students to define the assessment and the marking rubric for the event…
Descriptors: Undergraduate Students, Program Administration, Program Development, Program Design
Laurenzano, Mary; Reilly, Joseph M.; Ross, Steven M. – Center for Research and Reform in Education, 2021
Bet on Baltimore is a summer youth development program with a focus on creativity, making, and entrepreneurship created by Dent Education in 2017 and designed for Baltimore City public high school students. The goals are to engage high school students in Baltimore in meaningful work, leadership, and personal development activities and, according…
Descriptors: Youth Programs, Summer Programs, Program Evaluation, High School Students
Kapralos, Bill; Fisher, Stephanie; Clarkson, Jessica; van Oostveen, Roland – Interactive Technology and Smart Education, 2015
Purpose: The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and…
Descriptors: Design, Instructional Design, Teaching Methods, Video Technology
Dolcini, Grace; Phelps, Grit Matthias – Research-publishing.net, 2022
Globalization and the digitalization of our lives have made it impossible to avoid (inter)cultural encounters. In the traditional classroom environment, students are expected to juggle a myriad of choices almost simultaneously. Factors like grammar, pronunciation, word choice, etc. are all important assessment factors to consider when looking at…
Descriptors: Intercultural Communication, Communicative Competence (Languages), Instructional Design, Personal Autonomy
Kröber, Cindy; Münster, Sander – International Association for Development of the Information Society, 2014
This project seminar aims at creating and evaluating a manual for interdisciplinary projects as part of a learning process. Working together, pedagogies and students from different disciplines assess tools and recommendations for successful collaborations while developing an app for the cathedral in Freiberg. As part of the project the students…
Descriptors: Interdisciplinary Approach, Seminars, Learning Processes, Cooperative Learning
de Araujo, Zandra; Orrill, Chandra Hawley; Jacobson, Erik – International Journal of Mathematical Education in Science and Technology, 2018
While there is considerable scholarship describing principles for effective professional development, there have been few attempts to examine these principles in practice. In this paper, we identify and examine the particular design features of a mathematics professional development experience provided for middle grades teachers over 14 weeks. The…
Descriptors: Instructional Design, Faculty Development, Teaching Methods, Problem Solving
de la Iglesia, Didac Gil; Calderon, Juan Felipe; Weyns, Danny; Milrad, Marcelo; Nussbaum, Miguel – IEEE Transactions on Learning Technologies, 2015
Mobile technologies have emerged as facilitators in the learning process, extending traditional classroom activities. However, engineering mobile learning applications for outdoor usage poses severe challenges. The requirements of these applications are challenging, as many different aspects need to be catered, such as resource access and sharing,…
Descriptors: Telecommunications, Handheld Devices, Cooperative Learning, Teaching Methods
Pressick-Kilborn, Kimberley; Prescott, Anne – Teaching Science, 2017
A pedagogical innovation was collaboratively designed, implemented and evaluated in the context of a school-university partnership. The innovation had a dual purpose: 1) to provide an opportunity for primary pre-service teachers to develop their understanding and experience of teaching "design and produce" processes (working…
Descriptors: College School Cooperation, Partnerships in Education, Preservice Teachers, Elementary School Teachers
Beckmann, Elizabeth A.; Mahanty, Sango – Australasian Journal of Educational Technology, 2016
This paper presents selected findings from a 5-year design-based research case study of the evolution of an online role play that allows postgraduate students to explore the complexities inherent in land rights negotiations between indigenous peoples and others. In the context of Laurillard's (2002) conversational framework and a design-based…
Descriptors: Foreign Countries, Graduate Students, Role Playing, Integrated Learning Systems
Mather, Richard – IAFOR Journal of Education, 2015
This paper explores the application of canonical gradient analysis to evaluate and visualize student performance and acceptance of a learning system platform. The subject of evaluation is a first year BSc module for computer programming. This uses "Ceebot," an animated and immersive game-like development environment. Multivariate…
Descriptors: Multivariate Analysis, Program Evaluation, Visualization, Programming