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Parag Vichare; Balaji Aresh; Michele Cano; Marco Gilardi – Cogent Education, 2024
Today, Extended Reality (XR) technologies are exceedingly integrated into Architecture, Engineering and Construction (AEC) industries for collaboratively reviewing product design and development tasks. Reported study in this paper aims at integrating XR technologies in undergraduate programmes. This paper provides a descriptive analysis of…
Descriptors: Undergraduate Students, Engineering Education, Computer Simulation, Student Attitudes
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Parappilly, Maria; Woodman, Richard John; Randhawa, Sharmil – Research in Science Education, 2021
This study presents findings from three different disciplines in STEMM (Science, Technology, Engineering, Mathematics and Medicine) and across different models of student-focused teaching. Specifically, we assessed the feasibility and effectiveness of flipped classroom approaches combined with team based learning (TBL), and TBL alone within STEMM,…
Descriptors: Feasibility Studies, Cooperative Learning, Instructional Effectiveness, Teaching Methods
Yi Song; Ralph P. Ferretti; John Sabatini; Wenju Cui – ETS Research Institute, 2024
Collaborative learning environments that support students' problem solving have been shown to promote better decision-making, greater academic achievement, and more reasonable argumentation about controversial issues. In this research, we developed a technology-based critical discussion platform to support middle school students' argumentation,…
Descriptors: Middle School Students, Technology Uses in Education, Educational Technology, Computer Mediated Communication
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Jamain, Ririanti Rachmayanie; Putro, Hendro Yulius Suryo; Sadewa, Muhammad Indra – Online Submission, 2022
During the COVID-19 pandemic, lecture activities in the Guidance and Counseling study program were transferred to online media through the e-learning platform of the Integrated Lambung Mangkurat University Information System (SIMARI). This study aims to produce collaborative digital modules through the zedemy platform used in lectures in the…
Descriptors: Learner Engagement, Electronic Learning, Educational Technology, Learning Management Systems
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Schön, Michael; Steinestel, Konrad; Spiegelburg, Doreen; Risch, Annika; Seidel, Mira; Schurr, Leon; Fassnacht, Ulrich Kai; Golenhofen, Nikola; Böckers, Tobias Maria; Böckers, Anja – Anatomical Sciences Education, 2022
Scientific competencies, as defined in the German competency framework, describe the ability to think independently and act scientifically which is a central component of medical education. This report describes integration of scientific competencies into anatomical teaching. Based on findings seen in two consecutive years of dissection courses,…
Descriptors: Scientific Literacy, Anatomy, Science Instruction, Public Speaking
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Raymundo, Maria Rowena D. R. – Asian Association of Open Universities Journal, 2020
Purpose: Higher education institutions (HEIs) frequently overlook the importance of encouraging creative thinking in students. A review of the prevailing practices in a fully online tertiary distance education (DE) institution revealed a lack of learning activities that foster creativity. The study aims to find out whether the creative…
Descriptors: Creativity, Electronic Learning, Cooperative Learning, Student Projects
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Baek, Joeun; Park, Hyekyeong – International Association for Development of the Information Society, 2019
The purpose of this study is to design a Minecraft game where players can learn a language by negotiating meanings and constructing knowledge together with other players. In order to achieve this purpose, related theories are explored and an instructional design theory was adopted to provide a background for a game building. After the game was…
Descriptors: Video Games, Educational Games, Instructional Design, Second Language Instruction
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WaiShiang, Cheah; Mit, Edwin; Halin, Alfian Abdul – International Journal of Technology in Teaching and Learning, 2016
One pressing issue in resource constrained schools is the lack of access to computer facilities for learning. A single display groupware (SDG) is explored in this paper to provide an alternative solution for this limitation where it allows multiple users to work concurrently on a single computer display. This study aims to investigate the…
Descriptors: Feasibility Studies, Cooperative Learning, Group Dynamics, Group Discussion
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Magnisalis, Ioannis; Demetriadis, Stavros – IEEE Transactions on Learning Technologies, 2017
This article presents evaluation data regarding the MAPIS3 architecture which is proposed as a solution for the data-transfer among various tools to promote flexible collaborative learning designs. We describe the problem that this architecture deals with as "tool orchestration" in collaborative learning settings. This term refers to a…
Descriptors: Computer Uses in Education, Cooperative Learning, Computer System Design, Internet
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Fernández-Río, Javier; Suarez, Carlos – Physical Education and Sport Pedagogy, 2016
Background: Adventure education is an instructional model where students participate in adventurous activities to acquire physical, cognitive, and affective skills. It also has strong connections with cooperative learning. Parkour is a fast-growing sport practiced by thousands of youngsters all over the world. The media does not portray it as an…
Descriptors: Feasibility Studies, Student Attitudes, Elementary School Students, Adventure Education
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Shane-Simpson, Christina; Che, Elizabeth; Brooks, Patricia J. – Psychology Learning and Teaching, 2016
To test the feasibility of Wikipedia editing in large undergraduate psychology classrooms, we engaged groups of students in a large introductory-level Human Development course (N = 110) in editing Wikipedia articles to improve psychology-related content. Students attended in-class workshops and received online support to develop skills. They…
Descriptors: Encyclopedias, Electronic Publishing, Collaborative Writing, Web Sites