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Elise M. Walck-Shannon; Heather D. Barton; Shaina F. Rowell; Douglas L. Chalker; Angela Fink – CBE - Life Sciences Education, 2025
Recently, our course team transformed a large-enrollment introductory genetics course from being predominantly lecture based to active learning based. During class sessions, students engaged in problem solving, which occurs when a student attempts to solve a problem without knowing the path to complete it. We designed class activities…
Descriptors: Active Learning, Genetics, Learning Activities, Inquiry
Jyoti Shaha; Vishwas Badhe; Ramkumar Rajendran – International Association for Development of the Information Society, 2024
Metacognitive strategies play a crucial role in Computer-Based Learning Environments (CBLEs). However, students often struggle to apply these strategies spontaneously during learning. Research demonstrates that metacognitive prompts can effectively guide students' awareness and help them monitor their learning progress, leading to improved…
Descriptors: Metacognition, Electronic Equipment, Problem Solving, Computer Uses in Education
Emily Yim Lee Au; Ravindra S. Goonetilleke – IEEE Transactions on Education, 2025
Contribution: The proposed operational model offers a detailed framework for understanding the complexities of design thinking. It helps instructors evaluate each stage, promoting the development of high-quality designs. This model emphasizes the link between the various stages and the final design quality, steering students toward achieving…
Descriptors: Design, Thinking Skills, Engineering Education, Introductory Courses
Sila Kaya-Capocci; Aybuke Pabuccu-Akis; Nil Orhan-Ozteber – Research in Science Education, 2025
The importance of enhancing entrepreneurial STEM education has become accentuated to foster sustainable, collegial, and innovative STEM practices. The study aimed to enhance high-school students' entrepreneurial skills, namely resourcefulness and problem-solving skills, and investigate their experiences and feelings of entrepreneurial STEM…
Descriptors: Entrepreneurship, STEM Education, Student Characteristics, Problem Solving
Brandon Folse; Frederick J. Poole – Teaching Sociology, 2024
The increasing ubiquity of gamification in everyday life normalizes it as a motivational tool. While much scholarship supports gamification, labor sociologists have long problematized the phenomenon. In this mixed-methods action research study, we explore the results of gamifying a lesson on gamification in a sociology of work course. We designed…
Descriptors: Sociology, Gamification, Job Analysis, Learning Activities
Kotaro Komatsu; Shogo Murata; Andreas J. Stylianides; Gabriel J. Stylianides – Cognition and Instruction, 2024
"Assumptions" play a fundamental role in disciplinary mathematical practice, especially concerning the relativity of truth. However, much is still unclear about ways to help students recognize key aspects of this role. In this paper, we propose a set of principles for task design to introduce students to the role of assumptions in…
Descriptors: Mathematics Instruction, Learning Activities, Student Attitudes, Foreign Countries
Oylum Cavdar; Bekir Yildirim; Esin Kaya; Adem Akkus – Journal of Chemical Education, 2024
This paper investigated the effect of TRIZ ("Teoriya Resheniya Izobretatelskikh Zadatch"-Theory of Inventive Problem Solving)--STEM activities customized for nanotechnology education on middle school students' problem-solving, critical thinking, and research inquiry skills. Since STEM requires both multidisciplinary work and…
Descriptors: STEM Education, Middle School Students, Problem Solving, Critical Thinking
Thitima Srivatanakul – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification, including game-based learning (GBL), is a widely recognized pedagogical approach used for imparting and reinforcing cybersecurity knowledge and skills to learners. One innovative form of GBL gaining popularity across various educational levels, from secondary schools to professional development, is escape room-style education. This…
Descriptors: Computer Security, Problem Solving, Gamification, Undergraduate Students
Ryo Okada – International Education Studies, 2025
This study focuses on the relationship between an autonomy-supportive classroom climate and changes in attitudes towards social participation in mixed-grade classes. The research field involved the learning activities conducted in a Japanese elementary school. Learning activities were carried out in mixed-grade classes, and the children engaged in…
Descriptors: Personal Autonomy, Educational Environment, Elementary School Students, Student Attitudes
Adrienne M. Pesce; Daniel B. King – Journal of Chemical Education, 2023
Novice chemists often struggle with the highly visual nature of some chemistry topics. To make visually demanding concepts, such as isomerism and stereochemistry, more accessible to students, chemistry instructors have long recommended the use of molecular model kits as visual aids. However, studies pertaining to student model usage have shown…
Descriptors: Student Attitudes, Molecular Structure, Science Teachers, Science Instruction
Pekbay, Canay; Kahraman, Emine – Electronic Journal for Research in Science & Mathematics Education, 2023
The aim of this study was to investigate the effect of design-based STEM activities developed by prospective secondary school maths teachers on their problem-solving skills and scientific creativity. An explanatory sequential mixed methods design was used in the current study, involving 45 senior students (i.e., prospective secondary school maths…
Descriptors: Foreign Countries, STEM Education, Learning Activities, Secondary School Teachers
Park, Woongbin; Kwon, Hyuksoo – International Journal of Technology and Design Education, 2023
The purpose of this study was to develop a program that incorporates computational thinking into technology education classrooms and to investigate its effect on students. Software (SW) education and physical computing education are frequently addressed topics in technology education, but education about computational thinking (CT) lacks interest…
Descriptors: Foreign Countries, Middle School Students, Computation, Thinking Skills
Sari, Ugur; Çelik, Harun; Pektas, Hüseyin Miraç; Yalçin, Selinay – Australasian Journal of Educational Technology, 2022
In this study, the effects of science, technology, engineering and mathematics (STEM) focused Arduino practical activities on problem-solving and entrepreneurship skills were analysed using qualitative and quantitative methods. Also, the contribution of these activities to teacher candidates and their effects on the learning-teaching process were…
Descriptors: STEM Education, Technology Uses in Education, Open Source Technology, Learning Activities
Anith Khairunnisa Ghazali; Nor Azlina Ab. Aziz; Kamarulzaman Ab. Aziz; Neo Tse Kian – Cogent Education, 2024
The state of virtual reality (VR) development is mature enough to be explored for application in various fields including higher education teaching, research, and training including engineering education. Traditionally, engineering education relied on diagrams and images to describe various systems and objects, sometimes accompanied by laboratory…
Descriptors: Computer Simulation, Technology Uses in Education, Engineering Education, Visual Aids
Yalçin, Vakkas; Erden, Sule – Southeast Asia Early Childhood, 2023
In this study, the effects of design-oriented STEM activities on preschool children were examined. In the research conducted with case study in qualitative research designs, 20 preschool children aged five years in a kindergarten formed the participants of the study. Design Oriented STEM Activities were completed with 24 sessions of 8 weeks, 3…
Descriptors: Preschool Children, STEM Education, Learning Activities, Design