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Joseph S. Kozlowski – ProQuest LLC, 2022
Tangible coding toys have been promulgated as useful learning tools for young children to learn computer science and mathematics concepts and skills. Although research shows coding toys can support mathematics for early childhood aged children, little is known about the specific design features of coding toys that afford mathematical thinking…
Descriptors: Kindergarten, Young Children, Coding, Toys
Sarah D. DeVille-Holly – Journal of Access Services, 2024
This article explores the library space needs and wants of graduate and undergraduate students at a medium-size state University in Southwest Florida. The researcher conducted a sequential explanatory mixed methods study in which they administered a survey to all currently enrolled graduate and undergraduate students at the university and followed…
Descriptors: Undergraduate Students, Library Facilities, Space Utilization, Learner Engagement
Riggs, Shannon A.; Linder, Kathryn E. – IDEA Center, Inc., 2016
Active learning activities and pedagogical strategies can look different in online learning environments, particularly in asynchronous courses when students are not interacting with the instructor, or with each other, in real time. This paper suggests a three-pronged approach for conceptualizing active learning in the online asynchronous class:…
Descriptors: Asynchronous Communication, Online Courses, Student Participation, Active Learning
Taylor, Catherine; Kokka, Kari; Darling-Hammond, Linda; Dieckmann, Jack; Pacheco, Vivian Santana; Sandler, Susan; Bae, Soung – Stanford Center for Opportunity Policy in Education, 2016
Engaging students in meaningful applications of their knowledge is a key aspect of both addressing the standards and providing greater access. Not only do the standards emphasize the importance of meaningful engagement in real-world tasks, but evidence shows that engagement is strongly related to student performance on assessment tasks, especially…
Descriptors: Learner Engagement, Performance Based Assessment, Task Analysis, Relevance (Education)
Roberts, Lindsay – College & Research Libraries, 2017
How can we better engage adult learners during information literacy sessions? How do we increase students' perception of the relevance and importance of information literacy skills for academic work and life in the real world? To explore these questions, the ARCS Model of Motivational Design and Problem-Based Learning were used to develop…
Descriptors: Adult Students, Online Searching, Search Strategies, Information Skills
Ravn, Ib; Elsborg, Steen – International Journal of Learning and Change, 2011
The typical conference consists of a series of PowerPoint presentations that tend to render participants passive. Students of learning have long abandoned the transfer model that underlies such one-way communication. We propose an alternative theory of conferences that sees them as a forum for learning, mutual inspiration and human flourishing. We…
Descriptors: Foreign Countries, Teaching Methods, Educational Philosophy, Instructional Design
Minocha, Shailey; Reeves, Ahmad John – Learning, Media and Technology, 2010
"Second Life" (SL) is a three-dimensional (3D) virtual world, and educational institutions are adopting SL to support their teaching and learning. Although the question of how 3D learning spaces should be designed to support student learning and engagement has been raised among SL educators and designers, there is hardly any guidance or…
Descriptors: Informal Education, Guidance, Space Utilization, Mail Surveys
Kim, Kyong-Jee – Journal of Interactive Learning Research, 2009
Learner motivation is a key to effective instruction and is critical to creating a successful online learning environment; yet, there is a paucity of theory and empirical research on how to create a motivating online learning environment. The purpose of the present study was to explore and describe the experiences of adult learners in a…
Descriptors: Instructional Design, Online Courses, Adult Learning, Adult Students
Redd, Jennifer; Schmidt-Crawford, Denise – Journal of Open, Flexible and Distance Learning, 2011
This study focused on the potential for building 25 high-school students' word knowledge by using a mobile learning device and gaming app. Using a game as an instructional tool is a portable way for students to engage with content. The amount of vocabulary mastered after using the app on the mobile device was examined in relation to a pre-test and…
Descriptors: High School Students, Vocabulary Development, Courseware, Handheld Devices
Grummon, Phyllis T. H. – EDUCAUSE Quarterly, 2009
Conceptions of the learning process have varied over time, from seeing learners as "blank slates" for a teacher to fill to the view that, unless a learner is engaged in actively constructing knowledge, little will be learned or retained. As research on the physiological aspects of learning has revealed, active engagement with the learning…
Descriptors: Campuses, Educational Facilities Design, Best Practices, Educational Facilities Planning
Zacharis, Nick Z. – Journal of College Teaching & Learning, 2009
Rapid technological advances in the areas of telecommunications, computer technology and the Internet have made available to tutors and learners in the domain of online learning, a broad array of tools that provide the possibility to facilitate and enhance learning to higher levels of critical reflective thinking. Computer mediated communication…
Descriptors: Electronic Learning, Computer Mediated Communication, Online Courses, Problem Solving

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