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Peer reviewedArhar, Joanne M. – Middle School Journal, 2003
Discusses the trend toward increased standardization in examining student learning and achievement. Maintains that the crux of middle-level curriculum reform involves a contextual notion of achievement. Asserts that working out conceptions of middle-level student learning and the work of teachers making professional judgments about what…
Descriptors: Academic Achievement, Achievement, Definitions, Educational Change
Elwess, Nancy L.; Latourelle, Sandra M.; Cauthorn, Olivia – Journal of Biological Education, 2005
One of the hottest areas of science today is the field in which biology, information technology,and computer science are merged into a single discipline called bioinformatics. This field enables the discovery and analysis of biological data, including nucleotide and amino acid sequences that are easily accessed through the use of computers. As…
Descriptors: Genetics, Computers, Molecular Biology, Information Technology
Humorous Bodies and Humorous Minds: Humour within the Social Context of an Infant Child Care Setting
Loizou, Eleni – European Early Childhood Education Research Journal, 2004
This study looks at how the environment in an infant child care setting can have an impact on young children's humourous experiences and therefore their learning and development. With the use of multiple qualitative methods, participant and non-participant observations, journal writing, videotaping, interviewing, and document review this study…
Descriptors: Journal Writing, Caregiver Child Relationship, Child Care, Humor
Light, Richard – Quest, 2003
The "discursive turn" in the social sciences points to the potential in Teaching Games for Understanding pedagogy (TGfU) as a means of providing a holistic learning experience for students and a platform from which to reposition physical education among institutional forces that define boundaries between academic disciplines in the school…
Descriptors: Physical Education, Holistic Approach, Learning Experience, Educational Games
Turner, Jane; Mavin, Sharon; Minocha, Sonal – Learning Organization, 2006
Purpose: To critique individual learning experiences in organization, explore the role people play in inhibiting learning in organization and explore theories of individual learning as "theories in use", drawing on a metaphor of steps and dance. Design/methodology/approach: Based on a subjective qualitative approach engaging in…
Descriptors: Feedback (Response), Dance, Figurative Language, Data Analysis
Volet, Simone; Wosnitza, Marold – Journal of Research in International Education, 2004
The potential of online learning for enhancing international education is substantial, yet few studies have explored the conditions under which students feel motivated and engage productively in cross-national online interchange. This article examines the significance of social affordances, specifically social presence, on university students'…
Descriptors: International Education, Online Courses, Content Analysis, Learning Experience
Strait, Jean; Sauer, Tim – EDUCAUSE Quarterly, 2004
Productive, frequent interactions, both teacher-student and student-student, are essential to the online course environment. Instructors are examining ways not only to foster these interactions but also to engage distance students in their local communities through experiential learning opportunities. Experiential education is a general term used…
Descriptors: Teacher Education, Higher Education, Community Needs, Teacher Education Programs
Jensen, Shawn V.; Burr, Kevin – Journal of Industrial Teacher Education, 2006
Much research has been compiled on service-learning, its benefits, and its influence on intrinsic motivation. Service-learning has been used as a method of teaching content in science education, civic education and history, business and marketing education, as well as other areas. However, a review of literature found no service-learning studies…
Descriptors: Case Studies, Service Learning, Course Content, High School Students
Tung, Fang-Wu; Deng, Yi-Shin – Interactive Learning Environments, 2006
The "computers are social actors" paradigm asserts that human-to-computer interactions are fundamentally social responses. Earlier research has shown that effective management of the social presence in user interface design can improve user engagement and motivation. Much of this research has focused on adult subjects. This study…
Descriptors: Learning Experience, Computer Attitudes, Computer Mediated Communication, Man Machine Systems
Chuo, Tun-Whei Isabel – TESL-EJ, 2007
This study investigated the effects of the WebQuest Writing Instruction (WQWI) program on Taiwanese EFL learners' writing performance, writing apprehension, and perception of web-resource integrated language learning. Participants were students from two junior college classes. One class received traditional classroom writing instruction and the…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Writing Instruction
Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods
Qablan, Ahmad – Journal of Institutional Research, 2008
Echoing the current emphasis on examining changes in teacher beliefs, combined with the central role of inquiry in reform, this article argues that science "education" research experiences should hold promise in shaping preservice teachers' beliefs about the role of inquiry in understanding classroom science teaching. The aim of this…
Descriptors: Inquiry, Preservice Teachers, Preservice Teacher Education, Knowledge Level
Herbert, Tom – 1995
This chapter examines questions about the nature of experiential learning and how the experiential process can be applied in the classroom. Experiential learning may be viewed as a continuum that ranges from passive students receiving transmitted knowledge to active students deeply involved in generating knowledge from their own experiences. The…
Descriptors: Active Learning, Adventure Education, Curriculum Enrichment, Educational Environment
Price, Elsa C. – 1991
Community college students arrive with a diversity of learning styles, study skills, and test anxiety levels. The study described here was conducted to determine whether activity grouping of students according to learning style (incorporating at least two different styles in each group) contributes to improved student performance. In the spring of…
Descriptors: Cognitive Style, Cognitive Tests, College Students, Community Colleges
1997
This document contains four papers from a symposium on global human resource development (HRD). "Globalization of Human Resource Management (HRM) in Government: A Cross-Cultural Perspective" (Pan Suk Kim) relates HRM to national cultures and addresses its specific functional aspects with a unique dimension in a global organization.…
Descriptors: Adult Education, Business, Career Development, Employer Employee Relationship

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