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Dorothy Duchatelet; Frank Cornelissen; Monique Volman – Journal of Experiential Education, 2024
Background: Experiential learning environments are beneficial for the development of generic learning outcomes, such as critical thinking, communication, and self-regulation. However, research about the variation in experiential learning activities and their benefits is scattered across several bodies of discipline-specific literature. Purpose:…
Descriptors: Experiential Learning, Outcomes of Education, Higher Education, Skill Development
Akkaya, Ali; Akpinar, Yavuz – Computer Science Education, 2022
Background and Context: Though still a nascent area of research, serious games have been presented as means of engaging students in computer programming and computational thinking due to their immersive and interactive nature. Existing research is limited in its ability to provide systems based on sound instructional design models, and only a few…
Descriptors: Experiential Learning, Educational Games, Instructional Design, Programming
Jasmina Berbegal-Mirabent; Dolors Gil-Doménech; Alba Manresa – Education & Training, 2024
Purpose: This study addresses the challenge of integrating entrepreneurial competences development into the traditionally structured engineering curriculum, recognizing its potential contribution to job creation. Specifically, this study proposes a course design that intersects project management and entrepreneurial disciplines, adopting a…
Descriptors: Foreign Countries, Universities, Engineering Education, Entrepreneurship
Jordan Elaine Fink – ProQuest LLC, 2024
Professional advocacy is central to the counselor's professional identity and is essential for counselors to maintain the privilege of serving clients. Despite CACREP requirements for programs to provide training in professional advocacy, counseling students may need more training in this area. This quantitative study examined professional…
Descriptors: Advocacy, Competence, Masters Programs, Graduate Students
Villanueva, Ana; Liu, Ziyi; Kitaguchi, Yoshimasa; Zhu, Zhengzhe; Peppler, Kylie; Redick, Thomas; Ramani, Karthik – International Journal of Educational Technology in Higher Education, 2021
Augmented reality (AR) is a unique, hands-on tool to deliver information. However, its educational value has been mainly demonstrated empirically so far. In this paper, we present a modeling approach to provide users with mastery of a skill, using AR learning content to implement an educational curriculum. We illustrate the potential of this…
Descriptors: Simulated Environment, Experiential Learning, Mastery Learning, Curriculum Implementation
Matovu, Henry; Ungu, Dewi Ayu Kencana; Won, Mihye; Tsai, Chin-Chung; Treagust, David F.; Mocerino, Mauro; Tasker, Roy – Studies in Science Education, 2023
The advanced visualisation and interactive capabilities make immersive virtual reality (IVR) attractive for educators to investigate its educational benefits. This research reviewed 64 studies published in 2016-2020 to understand how science educators designed, implemented, and evaluated IVR-based learning. The immersive design features (sensory,…
Descriptors: Computer Simulation, Science Instruction, Teaching Methods, Science Education
Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
Ortez, Osler; Hall, Alyssa; Sindelar, Meghan – Natural Sciences Education, 2023
The Soil Nutrient Relationships course serves juniors and seniors with a major or minor in agronomy at the University of Nebraska-Lincoln. Pre-pandemic enrollment averaged 65 students. In 2021 and 2022, course enrollment was 42 and 55, respectively. The course was adjusted to a flipped design in 2017. Moving into 2021, the Soil Nutrient…
Descriptors: College Students, Pandemics, COVID-19, Teaching Methods
Paterson, Terrie; Prideaux, Murray – Journal of University Teaching and Learning Practice, 2020
Focussing on a specific higher education online learning environment (OLE), this study aims to investigate and analyse instructional designs that employ Positive Interdependence, Individual Accountability, Teaching Presence, Authenticity and Group Skills Development as educational strategies to mitigate group work issues and subsequently encourage…
Descriptors: Cooperative Education, Online Courses, Student Evaluation, Undergraduate Students
Page, Nadine C.; Nimon-Peters, Amanda J.; Urquhart, Alexander – Journal of Management Education, 2021
Higher education classes have increased in size at a time of significant resource restrictions for universities. At the same time, employers are looking for graduates with relevant competencies and skills. This poses two key challenges: (1) how to design an experiential curriculum that produces significant skill development and (2) how to ensure…
Descriptors: Case Studies, Class Size, Higher Education, Experiential Learning
Hartley, Phillip; Routon, P. Wesley; Torres, Luis – Journal of Marketing Education, 2019
Drawing from a panel survey of over 400,000 college graduates from over 600 different colleges and universities in the United States, this article addresses three questions related to skill change during college tenure. First, as judged by the students themselves, how much change in 15 skill categories do marketing majors experience during…
Descriptors: Marketing, Majors (Students), Student Attitudes, Undergraduate Students
Pellas, Nikolaos; Kazanidis, Ioannis; Konstantinou, Nikolaos; Georgiou, Georgia – Education and Information Technologies, 2017
The present literature review builds on the results of 50 research articles published from 2000 until 2016. All these studies have successfully accomplished various learning tasks in the domain of Science, Technology, Engineering, and Mathematics (STEM) education using three-dimensional (3-D) multi-user virtual worlds for Primary, Secondary and…
Descriptors: STEM Education, Computer Simulation, Elementary Secondary Education, Higher Education
Gao, Xuesong – Journal of Education for Teaching: International Research and Pedagogy, 2015
This report introduces the experiential learning initiative at a major university in Hong Kong that prepares pre-service teachers with experience of engaging with social and cultural issues in teaching. It calls on teacher educators in different contexts to work together on similar initiatives that help pre-service teachers grow professionally…
Descriptors: Foreign Countries, Experiential Learning, Preservice Teacher Education, Service Learning
Lake, Danielle; Ricco, Michael E.; Whipps, Judy – Journal of General Education, 2016
Higher education institutions are continually seeking to recruit nontraditional adult students yet struggle at the same time to meet their needs effectively. The following case study offers strategies to address this situation by documenting the pedagogical design and initial outcomes of an interdisciplinary, nineteen-month leadership-themed…
Descriptors: Transformational Leadership, Nontraditional Students, Adult Students, Case Studies
Mercer, Theresa G.; Kythreotis, Andrew P.; Robinson, Zoe P.; Stolte, Terje; George, Sharon M.; Haywood, Stephanie K. – International Journal of Sustainability in Higher Education, 2017
Purpose: The purpose of this paper is to discuss a novel life cycle approach to education for sustainable development (ESD) where the students become "design thinkers". Design/methodology/approach: A case study on the creation, development and utilisation of educational games by university students is presented. The paper discusses the…
Descriptors: Foreign Countries, Educational Games, Instructional Design, Play
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