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Christopher Antoun; Xin Yang; Brady T. West; Ai Rene Ong – Field Methods, 2025
The objective of our project was to develop a smartphone app for administering shorter ("modular") surveys. Given the paucity of research on this topic, we decided to use "co-design" techniques to generate design solutions. To implement these techniques, we recruited respondents in the survey target population to work in small…
Descriptors: Test Construction, Surveys, Computer Oriented Programs, Design
Owen Gottlieb; Ian Schreiber – International Journal of Designs for Learning, 2020
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on…
Descriptors: Game Based Learning, Educational Games, History Instruction, Design
Raquel Fernández-Cézar; Raúl Prada-Núñez; Natalia Solano-Pinto – Educational Process: International Journal, 2024
Background/purpose: Collaborative Online International Learning projects have emerged as practices that connect students from different countries. Such actions can be appealing to universities but also arouse uncertainty. Hence, the purpose of this paper is to explore COIL experiences in HE reported in the scientific literature in terms of…
Descriptors: Cooperative Learning, Electronic Learning, International Education, Higher Education
Hornsby, Elizabeth Robertson; Davis, Allyson; Reilly, James C. – InSight: A Journal of Scholarly Teaching, 2021
Collaborative Autoethnography (CAE) is an emerging practice that combines group interaction with qualitative research. Group projects are often deployed in course design to maximize the value of collaborative learning environments. Using existing scholarship, we describe best practices for group projects that apply principles of CAE. To advance…
Descriptors: Cooperative Learning, Ethnography, Group Activities, Student Projects
McCarty, Timothy Wyman – Journal of Political Science Education, 2021
This article offers two novel tools for teaching political science methodology and research design. The first is a comprehensive framework for helping students conceptualize a research project in political science. The second is a reformulation of the dominant conceptualization of process-tracing tests. Building on Collier's use of Sherlock Holmes…
Descriptors: Teaching Methods, Research Methodology, Research Design, Political Science
Lim, Kyu Yon; Lim, Ji Young; Park, Min Jeong; Hato, Anita Emefa; Kim, Yoon Jin; Eur, Jeongin – Journal of Interactive Learning Research, 2020
Computer-supported Collaborative Learning (CSCL) is an educational approach that provides not only theoretical but also practical contributions for learners, researchers, and practitioners. South Korea is a leading country in ICT development in Asia, but collaboration is often impeded by its cultural background, shared with other Asian countries.…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Educational Research, Foreign Countries
Örnekoglu Selçuk, Melis; Emmanouil, Marina; Grizioti, Marianthi; Van Langenhove, Lieva – Designs for Learning, 2022
Design Thinking (DT) is not merely a well-known design methodology but also an entire mindset towards solving complex societal problems in an innovative way. Its popularity in diverse disciplines beyond design, is due to its relation with the development of key 21st-century skills, such as creativity, critical thinking, collaboration and…
Descriptors: Design, Research Methodology, Problem Solving, Games
Haughton, Noela A. – Journal of the Scholarship of Teaching and Learning, 2019
This paper describes the long-term re-development of an introductory graduate research methods course. The initial design is presented, followed by the two re-design phases. Phase 2 introduced additional inquiry-based strategies such as concept mapping and multiple levels of peer collaboration. Phase 3 incorporated competency-based techniques as…
Descriptors: Active Learning, Learning Strategies, Competency Based Education, Research Methodology
Quintana, Rebecca M.; Tan, Yuanru – Online Learning, 2019
We explore new tools and methods for learning designers and researchers to characterize pedagogical approaches that are applied to the design of MOOCs. This paper makes three main contributions to literature on MOOC design and evaluation: (1) an Expanded Assessing MOOC Pedagogies instrument for use by learning designers and researchers within…
Descriptors: Large Group Instruction, Online Courses, Instructional Design, Teaching Methods
Rovio-Johansson, Airi – Journal of Workplace Learning, 2018
Purpose: The paper aims to examine, within the context of professional practice and learning, how designers collaboratively working in international teams experience practice-based learning and how such occasions contribute to professional development. Design/methodology/approach: The paper introduces the cooperation project between Tibro Training…
Descriptors: Foreign Countries, Comparative Education, Instructional Design, Educational Practices
Coady, Christopher; Webb, Michael – British Journal of Music Education, 2017
Recent research on practice-based doctorates in Australia has revealed an institutional preference for "theorised" research approaches aimed at situating studies of practice within established academic paradigms. In this article we examine how the aim of communicating with artistic peers steers the research design and the production of…
Descriptors: Foreign Countries, Best Practices, Doctoral Programs, Student Research
Reisoglu, I.; Topu, B.; Yilmaz, R.; Karakus Yilmaz, T.; Göktas, Y. – Asia Pacific Education Review, 2017
The aim of this study is to investigate recent empirical research studies about 3D virtual learning environments. A total of 167 empirical studies that involve the use of 3D virtual worlds in education were examined by meta-review. Our findings show that the "Second Life" platform has been frequently used in studies. Among the reviewed…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Spatial Ability
Heidi McKinley; Kristen Langellier; Alexia DeLeon; Dominique Avery; Tamara Tribitt; Bryan C. Lamb – Sage Research Methods Cases, 2016
This case study details the methodology of a pretest-posttest quasi-experimental design and explores the experiences of a productive cohort research team consisting of six individuals in a counselor education doctoral program. In 2014, the cohort began researching the impact of technology on the process of building cohesion in group counseling…
Descriptors: Research Methodology, Pretests Posttests, Counselor Training, Masters Programs
Stegmann, Karsten – Frontline Learning Research, 2014
Due to the nature of collaborative learning, realising perfectly controlled experiments often requires an unreasonable amount of resources and sometimes it is not possible at all. Against this background, I propose to augment as good as feasible experimental design with a nomological net of relations between instructional support (intervention),…
Descriptors: Computer Uses in Education, Cooperative Learning, Research Design, Construct Validity
Song, Yanjie – Educational Technology & Society, 2014
This study aims to investigate (1) methods utilized in mobile computer-supported collaborative learning (mCSCL) research which focuses on studying, learning and collaboration mediated by mobile devices; (2) whether these methods have examined mCSCL effectively; (3) when the methods are administered; and (4) what methodological issues exist in…
Descriptors: Telecommunications, Cooperative Learning, Technology Uses in Education, Computer Assisted Instruction