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Ogba, Francisca Ngozi; Okolie, Ugochukwu Chinonso; Udu, David Agwu; Idike, Ifeanyi Matthew – Industry and Higher Education, 2022
This study focuses on identifying the most effective instructional methods of work placement learning (WPL) delivery that industry-based instructors can adopt to enhance students' learning experiences. Employing interview and focus group methods, the authors learned from 39 participants, including 21 higher education students who had undertaken…
Descriptors: Job Placement, Teaching Methods, Learning Experience, College Students
Andrew Olewnik – IEEE Transactions on Education, 2024
Contribution: The experiences of three students in a co-curricular project-based design experience are explored. The objective is to characterize authentic and inauthentic (performative) forms of engagement and its potential impact on learning within an authentic experience. We consider these cases in supporting an argument for extensive…
Descriptors: Engineering Education, Learner Engagement, Student Experience, Extracurricular Activities
Sean Hickey; Ana-Paula Correia – Journal of Educational Technology Systems, 2024
Evolving from its instructional design origins and directly related to contemporary learning experience design (LXD), learning design has emerged as a movement within the field of workplace learning and development that seeks to shift the focus of training and education from the content to the learner. The origins of this learner focus can be…
Descriptors: Instructional Design, Educational Experience, Learning Experience, Job Training
Carl Boel; Tijs Rotsaert; Martin Valcke; Alexander Vanhulsel; Tammy Schellens – Education and Information Technologies, 2024
Students in secondary vocational education often have to learn and practice their skills in potentially dangerous situations, operating complex machinery or working in hazardous conditions. As a consequence, they need to be trained on how to work safely, to respect safety regulations, to wear protective gear and related equipment, to consider…
Descriptors: Instructional Design, Educational Research, Computer Simulation, Educational Games
Carle, Myriam S.; Deng, Jacky M.; Huang, Denzel; Lapierre, Keith R.; Mesnic, Natalie; Bodé, Nicholas E.; Featherstone, Ryan B.; Ingram, Quinn; O'Connor, Emily K.; Roberge, Sebastien; Roy, Kevin; Veilleux-Deschênes, Joëlle; Znotinas, Annie; Flynn, Alison B. – New Directions for Teaching and Learning, 2021
This article focuses on the benefits and barriers to engaging students as partners in educational projects.
Descriptors: Learner Engagement, Educational Cooperation, Educational Resources, Learning Experience
Lamitie, Amy; Harps, Shauna – Region 5 Comprehensive Center, 2021
This resource provides recommendations for methods, tools, suggested (not endorsed) sample solutions, and tasks trainers can use to increase participant engagement in professional learning experiences. It also outlines connections between adult learning principles and steps in the "Adult Learning Framework." This resource includes: (1)…
Descriptors: Educational Planning, Learning Experience, Learner Engagement, Adult Students
Richey, J. Elizabeth; McEldoon, Katherine; Belenky, Daniel – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Active Learning, Teaching Methods, Memory, Learner Engagement
Joseph Wong; Almaz Mesghina; Edward Chen; Natalie Au Yeung; Bella Lerner; Lindsey Engle Richland – Grantee Submission, 2023
The COVID-19 pandemic necessitated a systematic change in course modalities due to the nationwide suspension of in-person instruction, resulting in the transition to emergency remote distance learning via Zoom. This transition certainly facilitated affordances of flexibility and continuity, but with it brought issues of unfamiliarity, lack of…
Descriptors: Videoconferencing, Undergraduate Students, Learning Experience, Attention Control
Gina Tigri – ProQuest LLC, 2024
The first year of college is a critical time for students, as their early experiences can determine the path of their educational journey. Students are most at-risk for dropping out of college during their first year, and first-generation students have higher rates of departure than their continuing-generation peers. Student engagement, sense of…
Descriptors: College Freshmen, Student Experience, First Generation College Students, Student Adjustment
Alyssa Hahn – ProQuest LLC, 2024
The purpose of this study was to explore nursing faculty experiences in creating and using short videos to engage prelicensure nursing students. Short videos are an innovative teaching strategy to help engage learners by decreasing cognitive workload and increasing knowledge retention. Learner engagement in prelicensure nursing education is…
Descriptors: Nursing Education, College Faculty, Teaching Methods, Technology Uses in Education
Ong, Sharmaine Gek Teng; Quek, Gwendoline Choon Lang – Learning Environments Research, 2023
Online teaching and learning has become more prominent and prevalent with digital platforms becoming the only means of communication in lessons. The resulting limited teacher-student interactions can be an important contributing factor in the rise of ineffective learning. Therefore, it has become necessary to enhance these interactions during…
Descriptors: Secondary School Students, Learner Engagement, Teacher Student Relationship, Interaction
Srivatanakul, Thitima – Education and Information Technologies, 2023
Teaching an introductory programming course to first-year students has long been a challenge for many college instructors. The COVID-19 pandemic, which caused unprecedented shifts in learning modality across the globe, has worsened the learning experience of novice programmers. Instructors have to find innovative ways to keep students engaged and…
Descriptors: COVID-19, Pandemics, Blended Learning, College Faculty
Bai, Yun-Qi; Xiao, Jian-Jun – Interactive Learning Environments, 2023
As a representative practice of the theory of connectivism, cMOOCs emphasize learners' content-based connective learning. Effectively promoting learners' content production is the focus of cMOOC research and practice. This study explores whether and how learners' online interactions affect the content production of courses. Based on 45166…
Descriptors: MOOCs, Students, Foreign Countries, Learner Engagement
Hojjat Dehghanzadeh; Mohammadreza Farrokhnia; Hossein Dehghanzadeh; Kiumars Taghipour; Omid Noroozi – British Journal of Educational Technology, 2024
Using gamification to support learning in K-12 education has received much attention from scholars in recent years. However, there is still a lack of comprehensive understanding of how gamification should be used to effectively enhance the learning experiences of K-12 students. The purpose of this review was to synthesize research findings on the…
Descriptors: Gamification, Educational Games, Elementary Secondary Education, Learning Experience
Krishna Mohan Surapaneni – Advances in Physiology Education, 2024
Diving into the realm of game-based learning, the "CARBGAME" (CARd & Board GAmes in Medical Education) is an innovative series of games that reimagines the way medical students learn complex but essential chapters. In the pilot study, there was a highly significant improvement in the academic performance of students in the chapter…
Descriptors: Gamification, Medical Education, Active Learning, Biochemistry