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Christiane Reilly; Thomas C. Reeves – Active Learning in Higher Education, 2024
This design-based research (DBR) study had both local and general goals. Its local goal was to increase active learning in the online courses offered at a large research university in the midwestern United States. Its larger goal was to define active learning design principles for online courses in general, so that they might be used to improve…
Descriptors: Active Learning, Instructional Design, Research Methodology, Educational Research
Xi Lin – Adult Learning, 2024
This qualitative study examines student learning experiences toward a student-developed case study activity for online discussion guided by a three-tier case method model. Forty-five students were recruited from four online adult education courses. Analysis of students' feedback shows that this activity leads to students' positive learning…
Descriptors: Learning Experience, Adults, Adult Education, Adult Learning
Dani Hamade; Jan Landherr; Peter Röben – Design and Technology Education, 2024
The integration of robots into classroom settings has a long-established presence in both general and vocational education. With the developments in Industry 4.0, the importance of robotics in schools has also increased, which has become clear through various funding programmes. Especially in general education, there is often a focus on utilising…
Descriptors: Robotics, Teaching Methods, Technology Integration, Vocational Education
Melis Örnekoglu-Selçuk; Marina Emmanouil; Deniz Hasirci; Marianthi Grizioti; Lieva Van Langenhove – International Journal of Art & Design Education, 2024
The state-of-the-art literature indicates an increasing need for co-design education as it is imperative to equip future designers with the co-designing mindset. This derives from the significance of involving 'people with lived experience' in co-design processes to better meet their needs. However, the traditional design education system seems to…
Descriptors: Design, Learning Experience, Barriers, Workshops
Amir Haj-Bolouri; Jesse Katende; Matti Rossi – Journal of Workplace Learning, 2024
Purpose: The reemergence of immersive virtual technology (IVR) provides both opportunities and challenges for workplace learning (WPL). The purpose of this study is to explore and develop knowledge about how gamification influences the WPL experience by addressing two research questions: "RQ1." What characterizes a gamified immersive…
Descriptors: Safety Education, Computer Simulation, Technology Uses in Education, Workplace Learning
Jiawei Wang; Nur Azlina Mohamed Mokmin; Shaorong Ji – Interactive Learning Environments, 2024
Since the turn of the millennium, virtual reality (VR) has become a popular global research topic. Educators are eager to employ VR for interactive learning, potentially enhancing student engagement and efficiency. Researchers have conducted numerous trials, with students across disciplines achieving notable results, affirming VR's effectiveness,…
Descriptors: College Students, Art Education, Learning Experience, Computer Simulation
Hill, Julia L.; Seah, Wee Tiong – ZDM: Mathematics Education, 2023
Around the world the prevalence of mathematics anxiety and disengagement point to a poor sense of student 'mathematical wellbeing'. Mathematical wellbeing is defined here as the fulfilment of one's ultimate or core values, accompanied by positive feelings and functioning in mathematics education. Yet student wellbeing and how to support it in…
Descriptors: Foreign Countries, Elementary School Students, Mathematics Education, Values
Laura-De La Cruz, Kevin Mario; Noa-Copaja, Stefany Juliana; Turpo-Gebera, Osbaldo; Montesinos-Valencia, Cecilia Claudia; Bazán-Velasquez, Silvia Milagritos; Pérez-Postigo, Gerber Sergio – Journal of Technology and Science Education, 2023
Digital gamification is a dynamic technique for enhancing English learning and closing the barrier across student learning and pedagogical praxis. The review offers a summary of gamification in digital English learning environments. In addition, this review investigates the learning experiences and outcomes of foreign language students using…
Descriptors: Gamification, English (Second Language), Second Language Learning, Higher Education
Barry, Wayne – Perspectives: Policy and Practice in Higher Education, 2023
The professional learning of academics working in UK higher education (HE) can be a complex enterprise occurring across a multitude of (in)formal learning encounters, challenging academics to negotiate and prioritise their time and the opportunities available to them. This study investigates the professional learning of academics in UK HE,…
Descriptors: Foreign Countries, College Faculty, Faculty Development, Informal Education
Park, Byung-Yeol; Campbell, Todd; Kelly, Miriah; Gray, Ron; Arnold, Chester; Chadwick, Cary; Cisneros, Laura M.; Dickson, David; Moss, David M.; Rodriguez, Laura; Volin, John C.; Willig, Michael R. – Research in Science & Technological Education, 2023
Background: It is crucial to support students in better understanding water and sustainability issues because water plays a vital role in maintaining global ecosystems, including human life. A wide range of curricular and instructional supports like those embodied in model-based learning (MBL) are necessary for teachers to engage students in the…
Descriptors: Models, Science Education, Water, High School Students
Tan, Wee Chun – Higher Education: The International Journal of Higher Education Research, 2023
This study aims to better understand the learning experiences of doctoral examiners in relation to their assessment practices in the PhD viva, which directly impacts the PhD candidates' success in doctoral assessment. A narrative approach was employed to uncover the narratives of learning to examine in the PhD viva from twelve doctoral examiners…
Descriptors: Learning Experience, Doctoral Programs, Doctoral Dissertations, Examiners
McNeill, Laura; Fitch, Donna – TechTrends: Linking Research and Practice to Improve Learning, 2023
Microlearning provides a valuable and efficient strategy for delivering content to students. As online enrollments continue to increase, further research is needed to determine how students experience microlearning in an online learning format. In this qualitative study, a focus group was used to explore how learners experienced an online…
Descriptors: Electronic Learning, Learning Activities, Instructional Design, Cognitive Processes
Hasan Özyildirim; Ebru Durel; Eylem Bayir – Journal of Science Learning, 2023
This study aims to investigate the situation of science teachers regarding out-of-school learning activities and to investigate how their participation in out-of-school learning activities as an observer within the scope of science courses creates a change in the situation of teachers. A case study was used in this study. Twenty-one science…
Descriptors: Science Teachers, Grade 7, Learning Activities, Learning Experience
Gökçe Güvercin-Seçkin – International Journal of Self-Directed Learning, 2023
The foundational premise of this action research was the students' underestimation of a community service learning course. The objective of this study was to delve into the experiences and viewpoints of senior-level university students regarding the service learning course, employing the principles of self-directed learning. In this endeavor,…
Descriptors: Service Learning, Student Attitudes, Independent Study, Undergraduate Students
Joseph T. Wong; Bradley S. Hughes – Journal of Computing in Higher Education, 2023
Higher education may benefit from investigating alternative evidence-based methods of online learning to understand students' learning behaviors while considering students' social cognitive motivational traits. Researchers conducted an in situ design-based research (DBR) study to investigate learner experience design (LXD) methods, deploying…
Descriptors: Undergraduate Students, Learning Motivation, Student Behavior, Learning