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Clegorne, Nicholas A.; Gruss, Amy B.; Jimenez, Albert M. – Educational Planning, 2023
Teamwork has been described as a leadership-coupled professional competency in postsecondary engineering education. It has been listed among the most critical professional skills by engineering industries and professional organizations. Here, a mixed-method case study is reported, which used Visual Thinking Strategies alongside a group project in…
Descriptors: Engineering Education, Teamwork, Learning Activities, Undergraduate Students
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Ana Paula Juliana Perin; Deivid Eive dos S. Silva; Natasha M. C. Valentim – Informatics in Education, 2023
In Education 4.0, a personalized learning process is expected, and that students are the protagonist. In this new education format, it is necessary to prepare students with the skills and competencies of the 21st-Century, such as teamwork, creativity, and autonomy. One of the ways to develop skills and competencies in students can be through block…
Descriptors: Programming, High School Students, Learning, Learning Processes
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Reet Kasepalu; Pankaj Chejara; Luis P. Prieto; Tobias Ley – International Journal of Computer-Supported Collaborative Learning, 2023
Teachers in a collaborative learning (CL) environment have the demanding task of monitoring several groups of students at the same time and intervening when needed. This withitness (both the situational awareness and interventions taken in class) of the teacher might be increased with the help of a guiding dashboard alerting the teacher of…
Descriptors: Cooperative Learning, Teacher Behavior, Observation, Educational Technology
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Polyzi, Panagiota; Moussiades, Lefteris – Education and Information Technologies, 2023
This article presents an online application developed to improve vocabulary learning through games, quizzes and interaction with a chatbot. The application was tested experimentally on a sample of twenty proficiency-level students divided into two groups and tested on English vocabulary learning in two stages. In the first stage, the first group…
Descriptors: Artificial Intelligence, Vocabulary Development, Game Based Learning, Electronic Learning
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Aaron Cochrane; Chris R. Sims; Vikranth R. Bejjanki; C. Shawn Green; Daphne Bavelier – npj Science of Learning, 2023
Evidence accumulation models have enabled strong advances in our understanding of decision-making, yet their application to examining learning has not been common. Using data from participants completing a dynamic random dot-motion direction discrimination task across four days, we characterized alterations in two components of perceptual…
Descriptors: Decision Making Skills, Time Factors (Learning), Learning Processes, Perception
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Wendy Somerville; Vahri McKenzie; Lisa Fuller; Naomi Joy Godden; Ashley Harrison; Renae Isaacs-Guthridge; Bethaney Turner – Australian Journal of Environmental Education, 2023
Within this paper we explore the process and outcomes of a year-long exchange that investigates how active learning can emerge through collective place-based storying. Beginning with Country as our guide, we shared, responded, yarned, listened and revisited one another's contributions. Using the "threads" of an extended email exchange…
Descriptors: Place Based Education, Outdoor Education, Active Learning, Story Telling
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Laura Martín-Martínez; Esther Vela; Vanesa Sainz – Journal of Educators Online, 2024
The present study aims to determine if the successful implementation of a blended learning methodology is more dependent on the course subject matter or on the teacher. Using the Evaluation Scale on the Influence of Course Subject and Teachers on B-learning, we analyzed five factors: Expectations, Web Tools 2.0, Feedback, Cooperative/collaborative…
Descriptors: Blended Learning, Expectation, Web 2.0 Technologies, Feedback (Response)
Region 17 Comprehensive Center, 2024
eLearning can be a powerful tool for state education agencies (SEAs) to effectively meet their training goals and support the diverse needs of busy educators. When designed, developed, and implemented effectively, eLearning can transform training content into engaging, impactful learning experiences. By considering various delivery methods,…
Descriptors: Program Development, Program Implementation, Outcomes of Education, Guides
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Jože Brecl; Metka Kordigel Aberšek; Borut Campelj; Andrej Flogie – Journal of Baltic Science Education, 2024
This research addresses the problem of how to tackle STEM education and its transformation into STEAM education in an inclusive school. It highlights the need for communication competence in collaborative teaching supported by problem-based (PBL), project-based (PrBL) and game-based (GBL) learning. At the same time, it is necessary to highlight…
Descriptors: STEM Education, Art Education, Interdisciplinary Approach, Skill Development
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Kayleen Wood – Accounting Education, 2024
This paper traces the researcher's development of, and reflection on, the experience of developing a gamified learning experience for the time value of money, as a pedagogical resource for student learning and engagement with threshold concepts. A constructivist methodology was adopted to support the social and collaborative activity of learning…
Descriptors: Gamification, Accounting, Business Administration Education, Fundamental Concepts
Nicole L. Weber; Kristen Gay – Online Learning Consortium, 2024
As the higher education landscape undergoes rapid transformation, educators continue to seek best practices for creating quality digital, blended, and online learning experiences. However, disparate definitions of quality and differing instructor and student preferences complicate this work. This report addresses the pressing need to bridge the…
Descriptors: Higher Education, Educational Change, Student Attitudes, In Person Learning
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Ruofei Zhang; Di Zou; Gary Cheng – Interactive Learning Environments, 2024
The chatbot has been increasingly applied and investigated in education, along with many review studies from different aspects. However, few reviews have been conducted on chatbot-assisted learning from the pedagogical and implementational aspects, which may provide implications for future application and investigation of educational chatbots. To…
Descriptors: Artificial Intelligence, Synchronous Communication, Computer Software, Teaching Methods
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Yueh-Hui Vanessa Chiang; Maiga Chang; Nian-Shing Chen – Educational Technology & Society, 2024
Generative Artificial Intelligence (AI), especially machine learning models that autonomously generate human-like content, has recently attracted significant attention in the education sector. This paper explores the potential of generative AI, including tools like ChatGPT, to shift from traditional outcome-oriented educational practices to a more…
Descriptors: Artificial Intelligence, Educational Practices, Process Education, Educational Objectives
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Curtis Chu; Mariko Takahashi – Journal of Interdisciplinary Studies in Education, 2024
While various innovative pedagogical methods have been proven effective in facilitating the development of students' English language skills in different contexts, this study explores the implementation of several innovative methods in one EMI course, which includes collaborative online international learning (COIL), content language integrated…
Descriptors: English (Second Language), Second Language Learning, Instructional Innovation, Teaching Methods
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Tom Olney; Daphne Chang; Lin Lin – Distance Education, 2024
Higher education institutions are increasingly looking to implement online and distance learning (ODL) options for students. Professional development for the design of ODL is needed to support these strategies. This study explores how, in what ways, and to what extent, design for ODL approaches from a series of Learning Design & Course…
Descriptors: Distance Education, Instructional Design, Professional Development, Workshops
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