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Petrow, Gregory A. – Higher Education Studies, 2022
Scholars studying scholastic achievement in higher education find that students have specific course grades in mind that satisfy their desires for academic performance. When students believe that they are on-track to achieve those grades, they divert resources to other endeavors. This paper tests a resulting hypothesis: Students balance higher…
Descriptors: Grades (Scholastic), Student Satisfaction, Time on Task, Anxiety
Heim, Ashley B.; Holt, Emily A. – Journal of Experiential Education, 2022
Background: Free-choice learning, which often takes place in settings such as zoos, is where the learner has autonomy to choose what, where, how, and with whom to learn. Currently, little is known about the potential of free-choice learning experiences at informal settings to engage undergraduates in biology. Purpose: We sought to explore how…
Descriptors: Undergraduate Students, Student Motivation, Recreational Facilities, Field Trips
Guled, Abdiwahab – ProQuest LLC, 2022
This Design-based research study aimed to develop a design framework that would help learning designers to apply learning theory principles when designing learning objects. The study examined the experiential learning theory, information processing theory, and cognitive load theory to develop the iterative learning development (ILD) model. Several…
Descriptors: Learning Theories, Instructional Design, Experiential Learning, Information Processing
Pierce, Jason R. – Management Teaching Review, 2022
This article reviews stock-trading simulations as a resource for use in management courses. Stock-trading simulations have three highly desirable qualities for educators: (1) they cost nothing to use--instructors can choose from various free simulators that all have the same general functionality, (2) they provide real and continuously updating…
Descriptors: Business Administration Education, Teaching Methods, Investment, Instructional Effectiveness
Collins, Loel; Carson, Howie J. – Journal of Adventure Education and Outdoor Learning, 2022
Recent expansion of the sporting domain has meant sports have lacked distinct definitions. These definitions have pertained to specific activities and/or a general perception of an assumed experience, which arguably misunderstands these modern sports. While growth in this domain is encouraging, a clear understanding of modern sports remains a…
Descriptors: Athletics, Definitions, Competition, Life Style
Stephens, Simon – Quality Assurance in Education: An International Perspective, 2022
Purpose: A diverse range of initiatives in relation to the recognition of prior learning (RPL) have been introduced in higher education systems over the past 20 years. This paper aims to explore the implementation of RPL initiatives, in an Irish context, and the implications for quality assurance in higher education. Design/methodology/approach: A…
Descriptors: Prior Learning, Educational Quality, Quality Assurance, Higher Education
Alhouti, Sarah – Marketing Education Review, 2022
The Interdisciplinary Social Media Fellowship is a two-semester program in which students gain internship credit by learning about social media marketing through a client-based experiential learning program. A faculty member created and ran a program in which five students from multiple disciplines followed a framework that defined their roles and…
Descriptors: Social Media, Marketing, Experiential Learning, Internship Programs
Gao, Yizhu; Zhai, Xiaoming; Bulut, Okan; Cui, Ying; Sun, Xiaojian – Journal of Intelligence, 2022
This study investigated how one's problem-solving style impacts his/her problem-solving performance in technology-rich environments. Drawing upon experiential learning theory, we extracted two behavioral indicators (i.e., planning duration for problem solving and human-computer interaction frequency) to model problem-solving styles in…
Descriptors: Problem Solving, Cognitive Style, Technology Uses in Education, Adults
Karadakis, Kostas – Sport Management Education Journal, 2022
Feedback and lessons learned from personal reflection journals submitted by students in an Introduction to Esport course. Students were responsible for marketing, creating content, problem solving (troubleshooting), and streaming a minimum of 30 minutes for an esport game title of their choice. Students were then asked to submit a link and…
Descriptors: Video Technology, Video Games, Student Attitudes, Experiential Learning
Stapleton, Samuel L.; Akers, Leeann M. – ProQuest LLC, 2022
This capstone will discuss the research and development of a document intended for university stakeholders, defined as community partners. A review of academic literature has shown that experiential learning, in the form of internships, can have a positive impact on student learning and job attainment beyond graduation. The promotion of…
Descriptors: Internship Programs, Experiential Learning, Higher Education, Best Practices
Shanita Monae' Carter – ProQuest LLC, 2022
Professional development is a tool that allows teachers to gain information and training about different concepts related to teaching and instruction. The problem is little is known about STEM professional development training and teachers effectively applying the trainings (Snyder, 2018). The gap in the literature suggested low academic…
Descriptors: STEM Education, Faculty Development, Teacher Attitudes, Experiential Learning
Alexis Story Crawshaw – ProQuest LLC, 2022
"Paideia," a Classical ancient Greek notion of education, encompassed both holistic formal instruction and art (particularly poetry) as means to develop cultural values and understanding. This dissertation examines how the new media arts--as a transdisciplinary and computational field--can be leveraged to fulfill a contemporary notion of…
Descriptors: Mass Media, Holistic Approach, Experiential Learning, Behavior
Angela S. Kelling; Nicholas J. Kelling – Teaching of Psychology, 2025
Background: Given the increased emphasis on active learning in psychology, it is important to use data to enhance these experiences. In learning courses, both live animals and virtual training laboratories have been found to enhance learning, but less research has examined student preferences. Generally, live rats are preferred, but students may…
Descriptors: Student Attitudes, Preferences, Science Laboratories, Computer Simulation
Silvia Heubach; Tuyetdong Phan-Yamada – Journal of Statistics and Data Science Education, 2025
We describe a hands-on project in which students collect data on the impact of distracted driving on driver reaction time. Initially they do this in class via a virtual driving applet, using themselves and fellow students as test subjects. Different applet versions simulate driving with and without distraction and measure the time it takes to…
Descriptors: Statistics, Relevance (Education), Student Projects, Experiential Learning
David Tomczyk; Atul Teckchandani – Management Teaching Review, 2025
Despite the many theories supporting experiential learning, there is little guidance on how to design effective experiential exercises. To address this gap, we adapt insights from gamification research to devise a step-by-step process that management instructors may use to design effective experiential exercises for use in face-to-face and virtual…
Descriptors: Experiential Learning, Gamification, In Person Learning, Electronic Learning

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