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Priyanka Lekhi; Trish Varao-Sousa – Chemistry Education Research and Practice, 2024
Team-based learning (TBL) is an instructional strategy where students participate in a set of activities including, applying course concepts to real-life case studies in instructor-selected teams. Here, we describe how TBL has been incorporated into a 3rd year, large, environmental chemistry course and investigate the benefits of using this…
Descriptors: Cooperative Learning, Chemistry, Environmental Education, Student Attitudes
Andrew Jackson – Journal of Technology Education, 2025
The design process is full of judgment, especially around successes and failures that occur through each iteration. Decisions about how to proceed when ideas do not work can be especially challenging for beginning designers. Yet, experts are able to demonstrate more natural regulation of the process. This research focused on the experiences of…
Descriptors: Design, Thinking Skills, Protocol Analysis, Introductory Courses
Denise C. Flanders – Teaching Theology & Religion, 2023
This article provides a brief overview of the instructional strategy known as team-based learning (TBL). It then focuses specifically on the use of one of its integral components in a biblical studies classroom--namely, the "4S application task." The 4S application task, which is one of the fundamental pieces of the learning experience…
Descriptors: Biblical Literature, Religious Education, Teaching Methods, Teamwork
Seth Ketron; Kristina Schatz; Darin Sullwold; Aaron Sackett; Kyle Goldschmidt – Marketing Education Review, 2025
Virtual reality (VR) learning is believed to increase focus, engagement, and emotional connection. To that end, we developed an immersive business case study in VR to teach essential business concepts. This paper outlines the process we followed to develop and launch the case in the hope that other institutions can use our process as a blueprint…
Descriptors: Computer Simulation, Business Education, Case Method (Teaching Technique), Usability
Greenhaw, Laura L.; Bastian, Kenzie J.; Hurdle, J. Clay – Journal of Leadership Education, 2023
COVID-19, by all accounts, forced higher education to shift to distance delivery. As a result, faculty attempted to innovate and integrate new teaching methods as courses moved online. We utilized an online, virtual reality game to teach team decision-making as a function of leadership. In teams, learners worked cooperatively, making decisions and…
Descriptors: Electronic Learning, Experiential Learning, Leadership Training, COVID-19
Lavrentyeva, Z. I. – Russian Education & Society, 2019
The article provides a theoretical grounding for the use of resources that can support educational activities at inclusive schools. We designate those techniques that help include students in the decision-making process, teach the principles of cooperation, and develop teamwork skills. We outline the features of the third space approach, which can…
Descriptors: Educational Resources, Inclusion, Foreign Countries, Decision Making
Godbout, Paul; Gréhaigne, Jean-Francis – Physical Education and Sport Pedagogy, 2022
Background: Several student-centred and game-based approaches have developed in the last 40 years. Publications intended to describe the underlying theory and/or mechanics of each particular teaching/learning model have usually focused on modalities related to teacher-student interactions, taking into account the particular pedagogical content…
Descriptors: Team Sports, Teaching Methods, Student Centered Learning, Athletics
Charlotte A. Dodson; Stephen E. Flower; Mark Thomas – Journal of Chemical Education, 2023
Industrial drug discovery teams encompass scientists from multiple specialties and require participants to communicate effectively across disciplinary boundaries. In this paper, we present an undergraduate or graduate classroom simulation of this environment. Over a series of five workshops, student teams of mixed scientific backgrounds perform…
Descriptors: Drug Therapy, Pharmacy, Teamwork, Interdisciplinary Approach
Chang, Hung-Fu; Shokrolah Shirazi, Mohammad – Informatics in Education, 2022
Scrum is a widely-used framework in industry, so many schools apply it to their software engineering courses, particularly capstone courses. Due to the differences between students and industrial professionals, changing Scrum is necessary to fit capstone projects. In this paper, we suggest a decision-making process to assist instructors in…
Descriptors: Computer Science Education, Capstone Experiences, Learning Experience, Task Analysis
Robin Jocius; Jennifer Albert; Deepti Joshi; Melanie Blanton; Ian O'Byrne – Journal of Technology and Teacher Education, 2023
There is growing attention to the potential for developing professional learning experiences for content area teachers to infuse computational thinking (CT), which refers to the set of problem-solving practices related to the computer science discipline, into their classrooms. Although research has begun to document professional learning models…
Descriptors: Decision Making, Teaching Experience, Research Projects, Teacher Researchers
Simonsen, Brandi; Freeman, Jen; Swain-Bradway, Jessica; George, Heather Peshak; Putnam, Robert; Lane, Kathleen Lynne; Sprague, Jeffrey; Hershfeldt, Patti – Education and Treatment of Children, 2019
Research suggests (a) students benefit when educators implement positive and proactive classroom behavior support practices (e.g., maximizing structure, teaching expected behaviors, delivering engaging instruction) and (b) educators benefit when school leadership teams invest in positive and proactive professional development support systems…
Descriptors: Positive Behavior Supports, Student Behavior, Teaching Methods, Classroom Techniques
Enilda Romero-Hall; Renee Patrick; Gül Sahin – International Journal of Designs for Learning, 2019
This paper describes the design and development of ERAS, an experiential role-playing aging simulation. This webbased tool was designed for psychology students to engage in a role-playing experience that serves to increase individuals' empathy toward the elderly, as they learn about aging. In ERAS, the learners take on the role of aging…
Descriptors: Role Playing, Aging (Individuals), Ethnicity, Perspective Taking
Kathleen Ryan Jackson; Megan Bookhout; Gina Lakes; Steve Case; Jeff Gau – State Implementation and Scaling-up of Evidence-based Practices Center, 2025
Leading by doing takes an unwavering and visible commitment to an intentional, continuous improvement process. Teams at every system level distribute leadership to support effective practice so outcomes improve. Using a practice-based approach to improving mathematics outcomes, the Kentucky Department of Education (KDE) facilitated a continuous…
Descriptors: Mathematics Education, Teaching Methods, Students with Disabilities, Thinking Skills
Pearlstein, John – Journal of Management Education, 2021
Just as there is a tension between business professors' practice of assigning team projects, especially in capstone courses, and students' inclination to avoid them, there is also a tension between students' desire to choose their own teammates and professors' belief that they can do a better job of team creation. Professors have learned that when…
Descriptors: Management Development, Teamwork, Capstone Experiences, Experiential Learning
Hoffenson, Steven; Fay, Brendan – Advances in Engineering Education, 2021
In product design, there is often a disconnect between the engineers creating the product and the marketing team determining the best characteristics for the product. The research areas of "design for market systems" and "decision-based design" seek to bridge that disconnect through quantitative approaches that facilitate…
Descriptors: Engineering Education, Marketing, Decision Making, Design