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Casey E. Baker; Rebecca Sametz Riddle; Lynn O’Brien; Blair Sumner Vincent – Routledge, Taylor & Francis Group, 2025
"Creative Teaching in Counselor Education and Supervision" offers a fresh perspective on teaching in counselor education and related helping fields. Tailored for educators who want to invigorate their instructional approaches, this book is a valuable resource packed with creative strategies and techniques. With a focus on practical…
Descriptors: Creative Teaching, Counselor Training, Supervision, Teaching Methods
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Fabiana Fazzi – New Language Learning and Teaching Environments, 2025
This book takes a look at the affordances of engaging second/foreign language students in educational projects that bridge the gap between the classroom and the museum. Studies on language learning and teaching beyond the classroom have shown that students learn in different settings and through different types of activities and that their…
Descriptors: Second Language Learning, Second Language Instruction, Museums, Learning Experience
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James A. Bernauer; Richard G. Fuller; Alicia M. Cassels – Current Issues in Education, 2024
This article explores the transformation of courses among online, traditional, and hybrid modalities with a special focus on transforming an online course into a traditional classroom format. While there has been much written about transforming courses from traditional to online, especially as a consequence of the COVID-19 pandemic, there has not…
Descriptors: Learning Modalities, Educational Change, Electronic Learning, In Person Learning
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Rui Sun; Xuefei Deng – Journal of Information Systems Education, 2025
This paper examines university students' perceptions of and experiences with using ChatGPT, a generative artificial intelligence (GenAI) tool, to enhance their experiential learning. In this exploratory study, we designed a ChatGPT learning activity flow corresponding to the four experiential learning steps. Analysis of survey data collected from…
Descriptors: Artificial Intelligence, Cues, Teaching Methods, Technology Uses in Education
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Kevser Hava – Malaysian Online Journal of Educational Technology, 2024
Research on flipped learning in English as a Foreign Language (EFL) education has garnered substantial scholarly attention in recent years. This systematic review aims to elucidate the potential of flipped learning within the framework of foreign language education. A total of thirty articles from Social Science Citation Index (SSCI) journals,…
Descriptors: Flipped Classroom, English (Second Language), Second Language Learning, Second Language Instruction
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A. Qvortrup; E. Lykkegaard – Scandinavian Journal of Educational Research, 2024
In this conceptual article, we propose a new approach to investigating changeable factors in teaching. Using a constructivist approach as a conceptual framework, we argue for investigating changeable factors recognizing their malleability and suggest studying teaching as a set of natural experiments. Methodologically, we propose an abductive…
Descriptors: Teaching Methods, Constructivism (Learning), Play, Educational Environment
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Keiichi Kobayashi – Educational Psychology Review, 2024
This study was conducted to meta-analytically investigate the influence of teaching vs. no teaching expectancy on the learning effects of teaching after preparatory learning. A meta-analysis of 39 studies revealed that a weighted mean effect size for the effect of teaching after studying with or without teaching expectancy vs. merely studying…
Descriptors: Learning Processes, Expectation, Prior Learning, Teacher Role
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Pinelopi Krystalli; Panayiotis Arvanitis – European Journal of Education (EJED), 2024
Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into nongame contexts to enhance user…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Computer Games
Peter Pavlis – Online Submission, 2025
This quantitative, quasi-experimental study aimed to propose research-based AI constructivist learning activities by measuring students' self-perceptions of their critical thinking using the Motivational Strategies and Learning Questionnaire (MSLQ). The study utilized the input-experience-output framework to evaluate how these learning pursuits…
Descriptors: Critical Thinking, Artificial Intelligence, Constructivism (Learning), Learning Activities
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Meruyert Seitova; Ziyoda Khalmatova – Turkish Online Journal of Distance Education, 2025
The study's purpose is to reveal the implementer's opinions toward the use of the Station Rotation Model (SRM) of blended learning, in terms of features, challenges and effectiveness of the model including further implementation and suggestions for the station rotation model. A mixed research approach was conducted using qualitative data analysed…
Descriptors: Learning Centers (Classroom), Teaching Methods, Blended Learning, English (Second Language)
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Marlies L. E. van der Wee; Valentina C. Tassone; Arjen E. J. Wals; Peter Troxler – International Journal of Sustainability in Higher Education, 2024
Purpose: This study aims to bring together the available scattered knowledge about teaching and learning in Living Labs within higher education, and to explore their potential for supporting students' sustainability-oriented transformative learning. Design/methodology/approach: A literature review was conducted, applying a realist approach. A…
Descriptors: Barriers, Sustainability, Living Learning Centers, Intervention
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Ming Wang; Jun Zhan; Tao Hu – Journal of Information Systems Education, 2024
This study introduces a modular teaching framework for business data analytics (BDA) curricula and programs. The framework integrates gamification features of the SAP business processes, ERPsim Games, and SAP data warehousing into the experiential learning of BDA curricula. The pedagogical practices of deploying the framework in an undergraduate…
Descriptors: Business Education, Data Analysis, Gamification, Experiential Learning
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Xuewang Geng; Masanori Yamada – SAGE Open, 2025
The development of information and communication technologies has created limitless prospects for using augmented reality (AR) in various fields. Unfortunately, the multitasking nature of AR systems prevents learners from successfully reflecting and retaining knowledge. This study developed and designed a learning analytics dashboard (LAD) with…
Descriptors: Metacognition, Learning Management Systems, Artificial Intelligence, Computer Software
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Seyma Sahin; Abdurrahman Kiliç – Journal of Applied Research in Higher Education, 2025
Purpose: The ultimate objective of this study is to compare the impact of face-to-face and online flipped learning on students' academic achievements and their perspectives on learning and teaching, offering valuable insights to the field. Design/methodology/approach: The study utilized a quasi-experimental research method that involves pre-test…
Descriptors: Flipped Classroom, Teaching Methods, In Person Learning, Online Courses
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A. Pradheepa; K. Gurusamy; T. Pushpanathan – Australian Journal of Applied Linguistics, 2025
This meta-analysis aims to investigate gamification's impact on improving tertiary-level second-language learners' lexical repertoire. Forty-seven peer-reviewed works were evaluated for this analysis. The analysis focused on determining the effectiveness of gamified learning environments in the context of improving vocabulary and learning and…
Descriptors: Meta Analysis, Game Based Learning, Second Language Learning, Second Language Instruction
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