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Coleman, Bradley M.; Orsini, Jonathan; Bunch, J. C.; Greenhaw, Laura L. – Journal of Leadership Education, 2021
Undergraduate agricultural leadership education opportunities are prevalent and growing. However, additional attention should be placed on the quality of educational leadership experiences. The purpose of this study was to explore how the context of a learning experience impacts student application of team leadership skills. The findings and…
Descriptors: Leadership, Teamwork, Undergraduate Students, Agricultural Education
Johnson-Glenberg, Mina C.; Bartolomea, Hannah; Kalina, Elena – Journal of Computer Assisted Learning, 2021
Experiences in immersive 3D virtual reality (VR) are more presence-inducing, and so it may be tempting to claim that content will be learned better in VR. This randomized control trial study on natural selection challenges that assumption. This study answers the question of whether learning STEM in an immersive 3D VR environment is always superior…
Descriptors: Computer Simulation, STEM Education, Learning Experience, Instructional Effectiveness
Thurber, Derek – Current Issues in Education, 2021
While our understanding of how we learn has grown exponentially, our knowledge of how to incorporate these ideas when designing instruction has not. This paper proposes a new framework for designing learning experiences which build on existing instructional design models but also incorporates a deep understanding of humans, how we learn, what…
Descriptors: Learning Experience, Technology Integration, Technology Uses in Education, Educational Technology
Hojjat Dehghanzadeh; Mohammadreza Farrokhnia; Hossein Dehghanzadeh; Kiumars Taghipour; Omid Noroozi – British Journal of Educational Technology, 2024
Using gamification to support learning in K-12 education has received much attention from scholars in recent years. However, there is still a lack of comprehensive understanding of how gamification should be used to effectively enhance the learning experiences of K-12 students. The purpose of this review was to synthesize research findings on the…
Descriptors: Gamification, Educational Games, Elementary Secondary Education, Learning Experience
Marice Kelly Jackson – Technology, Knowledge and Learning, 2024
Faculty members play a valuable role in the reputation of higher education institutions and adult learners' academic success. It is imperative for faculty members to be adept at using the institution's learning management system to maintain their instructional materials and teach using a technological system. The purpose of this study was to…
Descriptors: Informal Education, Learning Experience, Learning Management Systems, College Faculty
Kimberly R. Kelly; Claudine Maloles; Natalie George; Selah Mokatish; Savannah Neves – Science Education, 2024
Families commonly document their outings by capturing their experiences through digital photographs and videos. However, little is known about the ways in which families engage their personal mobile devices to document educational family outings and how they subsequently talk about the digital artifacts that captured their informal learning…
Descriptors: Visual Aids, Photography, Video Technology, Handheld Devices
Krishna Mohan Surapaneni – Advances in Physiology Education, 2024
Diving into the realm of game-based learning, the "CARBGAME" (CARd & Board GAmes in Medical Education) is an innovative series of games that reimagines the way medical students learn complex but essential chapters. In the pilot study, there was a highly significant improvement in the academic performance of students in the chapter…
Descriptors: Gamification, Medical Education, Active Learning, Biochemistry
Kristen M. Ford; Julie M. Knutson – Journal of Physical Education, Recreation & Dance, 2024
Part 1 of this article described THE FUSED Technique (Ford & Knutson, 2024) as a new pedagogical approach to teaching K-12 health education, blending or fusing the best aspects from the standards-based and skill-based health education teaching models. THE stands for teaching health education and FUSED stands for functional (data driven)…
Descriptors: Health Education, Teaching Methods, Elementary Secondary Education, Teaching Models
Genady Kogan; Hadas Chassidim; Irina Rabaev – Educational Technology Research and Development, 2024
The main goal of this study was to evaluate the impact of an animation and visualization of data structures (AVDS) tool on both perceptions and objective test performance. The study involved a rigorous experiment that assessed the usability, acceptability, and effectiveness of the AVDS tool in solving exercises. A total of 78 participants…
Descriptors: Animation, Teaching Methods, Instructional Effectiveness, Learning Experience
Designing Art Museum E-Learning Resources for Children: Content Analysis from Education Perspectives
Tiffany Shuang-Ching Lee – Interactive Learning Environments, 2024
In recent years, art museums have been putting more effort into creating e-learning resources (ELR) to encourage young children to learn about art off-site. However, research on art museum ELR from the perspective of educational content is scarce. Using the ELR offered to children by Queensland Art Gallery/ Gallery of Modern Art, Australia (QAGOMA…
Descriptors: Foreign Countries, Museums, Art, Electronic Learning
Jinqi Xu – Journal of Multilingual and Multicultural Development, 2024
Despite the many critiques of views that categorise and simplify Chinese international students' use of memorisation as deficient or rote learning, these views persist. Using ethnographic methods to collect data over 18 months, this study identified the key practices employed by students as they negotiated their learning experiences in an…
Descriptors: Memorization, Rote Learning, Learning Experience, Foreign Students
Ruohao Chen – New Directions for Adult and Continuing Education, 2024
Chinese leaders in the tutoring industry encountered a crisis brought about by the Pandemic and the Double Reduction Policy. This exploratory multi-case study applied a conceptual framework that combines informal learning, strategic thinking, and experiential learning theory to explore how those leaders learned to think strategically in this…
Descriptors: Tutoring, Industry, COVID-19, Pandemics
Lauren M. Bagdy; Jill E. Stefaniak – TechTrends: Linking Research and Practice to Improve Learning, 2024
This paper explores systemic challenges facing P-12 online education and the role of non-instructional interventions in addressing them. While not exclusively centered on the COVID-19 pandemic, it acknowledges how the global crisis highlighted existing systemic issues in online education. By examining foundational support, needs analysis, and…
Descriptors: Intervention, Affordances, Electronic Learning, Preschool Education
Keai Lim – Assessment & Evaluation in Higher Education, 2024
This study explored the impact of gradeless assessment on student holistic development in higher education. By examining its influence on learning, motivation and engagement, the research addressed a gap in the literature and aligned with holistic education principles encompassing intellectual, emotional, social and physical well-being. Data from…
Descriptors: Higher Education, Learner Engagement, Student Evaluation, Evaluation Methods
Jeanne Marshall – ProQuest LLC, 2024
The purpose of this case study is to investigate the effects of an integrated curriculum with embedded sustainability themes on teaching and learning experiences at the primary school level. The researcher examined why and how the district chose to create the integrated curriculum and how the big ideas of sustainability were embedded. Through the…
Descriptors: Integrated Curriculum, Sustainability, Elementary Schools, Teaching Experience

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