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Omeje, Hyginus Osita; Ogwo, B. A. – International Journal of Training Research, 2022
The purpose of this study was to investigate the effect of fixed vs floating facilitator approaches of Problem-Based Learning (PBL) on students' achievement and interest in Elementary Structural Design (ESD). The design was quasi-experimental with a pretest-posttest nonequivalent 2 × 2 factorial design. The participants (78) were randomized to…
Descriptors: Problem Based Learning, Academic Achievement, Student Interests, Design
Ericksen, Kirsten S.; Williamson-Ashe, Sandra – Journal of Effective Teaching in Higher Education, 2021
This research examines the impact of various high-impact educational practices integrated in different group elements (groups course, in-class group activities, and a learning community) on student perceived group work experience related to the Emerging Values model. The Emerging Values model found academic group work to be beneficial for…
Descriptors: Educational Practices, Group Activities, College Students, Instructional Effectiveness
Al-Balushi, Sulaiman M.; Martin-Hansen, Lisa – Journal of Research in Science Teaching, 2019
The purpose of this study was to explore high school students' ideas regarding two theoretical scientific models, either electron cloud or sodium chloride crystal, in the context of active learning in small groups. Conversations among peers regarding these models took place during two types of active learning activities: small-group discussion and…
Descriptors: High School Students, Models, Active Learning, Secondary School Science
Song, Donglei; Tavares, Adriano; Pinto, Sandro; Xu, Hao – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Over the past few decades, many researchers have tested course designs that may better engage students in developing countries, accommodate for Millennials' desires to learn and teach at will, and teach students the skills they need for their first jobs. The vision of this paper for a web design course seeks to address these issues for engineering…
Descriptors: Engineering Education, Educational Games, Computer Science Education, Electronic Learning
Host, Gunnar E.; Larsson, Caroline; Olson, Arthur; Tibell, Lena A. E. – CBE - Life Sciences Education, 2013
Self-assembly is the fundamental but counterintuitive principle that explains how ordered biomolecular complexes form spontaneously in the cell. This study investigated the impact of using two external representations of virus self-assembly, an interactive tangible three-dimensional model and a static two-dimensional image, on student learning…
Descriptors: Foreign Countries, Scientific Concepts, Visual Aids, College Science
Fung, Dennis; Howe, Christine – Cambridge Journal of Education, 2014
This article reports the findings of a one-year longitudinal study that investigated the impact of group work on the development of students' critical thinking in Hong Kong secondary schools. It explores whether the participation of teachers in a group-based teaching intervention adapted from an earlier study conducted in the United Kingdom (UK)…
Descriptors: Foreign Countries, Secondary Education, Liberal Arts, Critical Thinking
Ben Youssef, Belgacem; Berry, Barbara – International Journal of Technology and Design Education, 2012
Spatial thinking skills are vital for success in everyday living and work, not to mention the centrality of spatial reasoning in scientific discoveries, design-based disciplines, medicine, geosciences and mathematics to name a few. This case study describes a course in spatial thinking and communicating designed and delivered by an…
Descriptors: Thinking Skills, Spatial Ability, Communication Skills, Undergraduate Students
Yeh, Yu-chu; Yeh, Yi-ling; Chen, Yu-Hua – Thinking Skills and Creativity, 2012
Creativity and knowledge management are both important competences that university students need to strive to develop. This study therefore developed and evaluated an instructional program for improving university students' creativity based on a blended knowledge-management (KM) model that integrates e-learning and three core processes of KM:…
Descriptors: Knowledge Management, Creativity, Electronic Learning, Feedback (Response)
Green, Laurena E. – ProQuest LLC, 2009
Scholars proposed it would be possible to enhance group effectiveness and functioning if people could develop a better appreciation of the processes surrounding group development (M. K. Smith, 2005). The action research study explored the facilitation of a synthesis and application teaching approach for group projects in the practice of two…
Descriptors: Business Administration Education, Action Research, Synthesis, Teaching Methods
Dahm, Kevin; Riddell, William; Constans, Eric; Courtney, Jennifer; Harvey, Roberta; Von Lockette, Paris – Advances in Engineering Education, 2009
This paper discusses a sophomore-level course that teaches engineering design and technical writing. Historically, the course was taught using semester-long design projects. Most students' overall approach to design problems left considerable room for improvement. Many teams chose a design without investigating alternatives, and important…
Descriptors: Engineering Education, Student Projects, Design, Undergraduate Students
Fosnot, Catherine – National Council of Teachers of Mathematics, 2010
Explore successful models of intervention. No Child Left Behind has set the high expectation that every child meet grade level expectations. This publication synthesizes the research on intervention programs and best practices related to mathematical instructional pedagogy and differentiation to assist teachers, schools, and school districts in…
Descriptors: Intervention, Federal Legislation, Teacher Collaboration, Instructional Effectiveness
Fang, Jun; Strobel, Johannes – Educational Media International, 2011
Game-based learning has been a popular development and recommended as an effective pedagogy in educating new generations of learners. Few studies, however, have demonstrated the efficacy of game-based learning on learners' academic performance with empirical data. The described learning outcomes of game-based pedagogy within the limited available…
Descriptors: Design Requirements, Instructional Design, Educational Games, Guidelines
Conn, Steven R.; Roberts, Richard L.; Powell, Barbara M. – Educational Technology & Society, 2009
The authors investigated the relationship between type of group supervision (hybrid model vs. face-to-face) and attitudes toward technology, toward use of technology in professional practice, and toward quality of supervision among a sample of school counseling interns. Participants (N = 76) experienced one of two types of internship supervision:…
Descriptors: Supervision, Counselor Training, School Counseling, Student Attitudes
Samarawickrema, Gayani; Benson, Robyn; Brack, Charlotte – Australasian Journal of Educational Technology, 2010
This paper reports on a collaborative staff development activity run across two Australian universities, for academic staff integrating Web 2.0 technologies into their teaching. It describes a three-week long virtual workshop on teaching with wikis, where participants in two groups developed a group project as students and then assessed the work…
Descriptors: Workshops, Faculty Development, Models, Educational Strategies
Baskin, Colin – 2001
This paper examines two cohorts of students, each engaged in an undergraduate management course, but using different means of engagement. One cohort of 90 students completed a real time learning program integrating group dynamics, action research, team performance, and participative decision-making. A second cohort of 171 students completed the…
Descriptors: Comparative Analysis, Computer Uses in Education, Conventional Instruction, Cooperative Education