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Edmond B. Walsh – ProQuest LLC, 2024
Esports has been adopted by high schools across the country and around the world as a school-based opportunity for students to engage in competitive video gaming. Growth of esports in secondary schools has been informed independently by student and industry interests, leaving school administrators little understanding surrounding the motives and…
Descriptors: Video Games, Competition, Student Empowerment, High School Students
Attard, Angele; Di Iorio, Emma; Geven, Koen; Santa, Robert – European Students' Union (NJ1), 2010
This Toolkit forms part of the project entitled "Time for a New Paradigm in Education: Student-Centred Learning" (T4SCL), jointly led by the European Students' Union (ESU) and Education International (EI). This is an EU-funded project under the Lifelong Learning Programme (LLP) administered by the Education, Audiovisual and Culture…
Descriptors: Higher Education, Lifelong Learning, Foreign Countries, Educational Change
Coleman, David – Campus Activities Programming, 1999
Campus-activities programs are encouraged to make special efforts to teach student volunteers basic business skills to guide their thinking and decision-making in program administration. The program, its staff, students, institution, and associate members all benefit. A model for training and empowering students is outlined. (MSE)
Descriptors: Business Administration, College Students, Experiential Learning, Extracurricular Activities
Miller, Michael T., Ed.; Nadler, Daniel P., Ed. – IAP - Information Age Publishing, Inc., 2006
Colleges and universities face a variety of challenges in meeting the needs of students, and one of the greatest is their ability to respond to student needs while protecting institutional and academic integrity. For those working with students, a primary example of this challenge is the involvement of students in shared decision-making, a process…
Descriptors: Student Needs, Policy Formation, Student Participation, Governance