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Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
Trinh, Mai P. – Management Teaching Review, 2022
Mobile app escape games are excellent tools to create an experiential learning process in online contexts. Through the act of solving puzzles to escape the rooms, students experience a process in which they need to discover new information and clues, adjust their strategies repeatedly, and become more aware of the way they learn. Their emotional…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Educational Technology
Farouq Sessah Mensah; Anna Pansell; Iben Maj Christiansen – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2024
Instructional technology implementation is increasingly being addressed in teacher education, though research literature on its implementation remains limited. This literature analysis draws the Anthropological Theory of the Didactic to map what and how instructional technology is integrated into preservice mathematics teacher education and to…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Mathematics Education
Parisa HadaviBavili; Kevser Ilçioglu – Anatomical Sciences Education, 2024
Anatomy is one of the leading subjects in health science, and students need a strong anatomy background in these fields. Traditional lecturer-oriented anatomy education is based predominantly on passive learning methods. In recent years, alternative educational methods like hands-on art and 3D atlas-based education methods have become more popular…
Descriptors: Student Attitudes, Self Efficacy, Undergraduate Students, Intervention
Cruz, Elisabete; Costa, Fernando Albuquerque; Pereira, Carolina – Digital Education Review, 2021
The article assumes that the expansion of cultural content in basic education implies a qualitative change in the entire curriculum system. It rescues the idea of social micro spaces of common curriculum selection and reconfiguration and underlines the role of decision-makers in different groups. Namely, experts and specialists who, within the…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Foreign Countries
Baham, Corey – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The purpose of this study was to explore and test several improvements for incorporating the Business Product Owner (BPO) role in student software projects using Scrum. Background: As the popularity of Scrum has grown, its roles and ceremonies have been utilized in student software projects, yet one of the more challenging roles to…
Descriptors: Computer Software, Student Projects, Educational Technology, Technology Uses in Education
Brandauer, Samantha; Carnine, Julia; DeGuzman, Katie; Grazioli, Bruno; Lyons, Lindsey; Sandiford, Nedra; Hartman, Eric – Frontiers: The Interdisciplinary Journal of Study Abroad, 2022
In the spring of 2020, as COVID-19 forced the suspension of most U.S. education abroad programs, study abroad students returned home, summer programs were canceled, and international educators pondered the unlikelihood of resuming fall 2020 study abroad; larger questions about the future of international education and global learning with limited…
Descriptors: COVID-19, Pandemics, Study Abroad, Distance Education
Al-Hamdan, Amal Rashed; Alsulami, Sami G. – International Journal of Education and Literacy Studies, 2021
The objective of this study is to investigate the role of agile teams in the service delivery of Saudi higher education amid the COVID-19 crisis. The qualitative design of this study allows for an open-ended data collection instrument defined by a semi-structured interview process and thematic data analysis. The study employs a purposive strategy…
Descriptors: Foreign Countries, COVID-19, Pandemics, School Closing
Yu, Jieun; Jee, Yongseok – Education Sciences, 2021
Background and objectives: This study analyzed the effectiveness of the online practical classes (OPC) in physical education (PE) in compliance with the ADDIE model during the COVID-19 pandemic. Materials and Methods: Participants had no prior experience in OPC and total 75 participants were enrolled in this study. This study selected 15…
Descriptors: Physical Education, Online Courses, Educational Technology, COVID-19
Hulshult, Andrea; Woods, David M. – Information Systems Education Journal, 2020
Agile is emerging as a new paradigm for organizations across a variety of industry sectors because Agile helps teams manage and adapt quickly to change. In order to provide our students with workforce ready skills and better performance in group projects, a regional campus Computer and Information Technology (CIT) department began implementing…
Descriptors: Information Technology, Educational Technology, Technology Uses in Education, Teamwork
Child, Simon F. J.; Shaw, Stuart – Research Papers in Education, 2019
Collaboration skills have been identified as an important educational outcome, not just as a means to enable learning mechanisms to be enacted, but also as a demonstrable skill of interest to assessment practitioners. In recent years, there has been an ambition to develop models of assessment that are underpinned by the collaborative process, and…
Descriptors: Cooperation, Cooperative Learning, Teaching Methods, Group Dynamics
Adefila, A.; Opie, J.; Ball, S.; Bluteau, P. – Innovations in Education and Teaching International, 2020
Computer-supported collaborative learning (CSCL) environments could be innovative teaching resources, providing a social space for students to engage in transformative learning. However, poor design and structure mean CSCL do not readily support skill acquisition. This study examined student engagement and learning experiences using a virtual…
Descriptors: Teaching Methods, Computer Simulation, Educational Technology, Technology Uses in Education
Arnab, Sylvester; Clarke, Samantha; Morini, Luca – Electronic Journal of e-Learning, 2019
This article discusses the application of game design thinking as a learning process for scaffolding co-creativity in Higher Education based on the GameChangers initiative (gamify.org.uk) part-funded by the Higher Education Funding Council of England (HEFCE). Taking into account the relationship between play, technology and learning, the game…
Descriptors: Creativity, Video Games, Design, Teaching Methods
Park, Yun Claire – Journal of Educational Technology Systems, 2022
The discrepancy between students' understanding of domain knowledge and their actual competencies to use tacit knowledge for a given task has been an issue to consider when instruction is designed, implemented, and revised. In this study, the researcher examines teaching and learning processes in which a Problem-Based Learning (PBL) design model…
Descriptors: Learning Experience, Problem Based Learning, Teaching Methods, Instructional Design
James, Nikki; Humez, Andrea; Laufenberg, Philipp – TechTrends: Linking Research and Practice to Improve Learning, 2020
Team projects allow students to apply their technical skills to a real-world context and build twenty-first century competencies, including teamwork, project management and communication skills. However, the complex challenges that such experiential learning projects present for students and faculty can limit the scale of implementation. This…
Descriptors: Distance Education, Scaffolding (Teaching Technique), Computer Simulation, Teaching Methods