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Insuk Han – SAGE Open, 2025
Problem-based learning (PBL) is a pedagogical approach that helps learners develop (meta)cognitive and social skills. In PBL, students identify problems, design strategies, implement them, and reflect on their resolution process. When applied in English language teaching (ELT), students interact throughout these phases, developing language…
Descriptors: Foreign Countries, Problem Based Learning, English (Second Language), Second Language Learning
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Hyunjun Choi; Hyowon Kim; Nooree Kim – Cogent Education, 2024
The study explored the impacts of the two-day Living LAB urban regeneration idea camp, which enhanced college students' divergent thinking skills and creative self-efficacy. Quantitative and qualitative empirical data were obtained from 35 camp participants from three universities in Korea. The quantitative results of the study revealed that camp…
Descriptors: Creativity, College Students, Problem Based Learning, Creative Thinking
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Scott R. Bartholomew; Mark P. Mahoney; Joanna Papadopoulos; Subrina D. Oliver; Euisuk Sung; Douglas Lecorchick; Geoff Wright; Todd R. Kelley – Technology and Engineering Teacher, 2022
The ITEEA's Council for Technology and Engineering Teacher Education (CTETE) Curriculum Committee solicited, collected, and analyzed several examples of international lesson plans to find out how various countries understand and/or apply the "Standards for Technological and Engineering Literacy: The Role of Technology and Engineering in STEM…
Descriptors: STEM Education, Comparative Analysis, Curriculum Evaluation, Foreign Countries
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Hyo-Jeong So; Matthew Gaydos – Pedagogies: An International Journal, 2024
As digital games become more integrated into education, striking a balance between technology and pedagogy is essential. This study investigates digital games as contexts for problem-based learning (PBL) to actively involve students in problem-solving in a Korean middle school. This study examined two cases (Social Studies and Science) where…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Problem Based Learning
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Lee, Juhee – Education and Information Technologies, 2022
Grounded in game-based learning and problem-based learning, this study compared the effects of an augmented reality (AR) mobile game and a printed game on student engagement and attitudes toward foreign language learning. For this purpose, a narrative-driven, location-based AR mobile game was developed based on the analysis, design, development,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Undergraduate Students