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Showing 1 to 15 of 29 results Save | Export
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Vigneshkumar Chellappa – Education and Information Technologies, 2025
Construction ergonomics is crucial for developing strategies to prevent workplace injuries and enhance worker well-being. However, this critical topic is often overlooked or inadequately addressed in civil engineering education programs. To bridge this knowledge gap, a mobile application (app) was developed to facilitate learning about…
Descriptors: Construction Industry, Human Factors Engineering, Civil Engineering, Engineering Education
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Joel Sloan; Timothy Frank; Lauren Scharff; Karin Becker – Teaching & Learning Inquiry, 2025
Knowledge surveys (KS) are a student self-assessment tool consisting of an ability statement for each learning objective in a course. Students respond by rating their confidence in performing a specified skill. Pre-unit KS transparently communicate learning objectives, alert faculty to self-assessed knowledge and skills students possess as they…
Descriptors: Student Evaluation, Self Evaluation (Individuals), Knowledge Level, Learning Objectives
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Saurav Shrestha; Yongwei Shan; Robert Emerson; Zahrasadat Hosseini – IEEE Transactions on Learning Technologies, 2025
This article introduces the development process of social presence-enabled augmented reality (SPEAR) tool, an innovative augmented reality (AR) based learning application tailored for online engineering education. SPEAR focuses on a learning module of structural beam-bending, empowering users to seamlessly integrate 3-D virtual beams into their…
Descriptors: Computer Simulation, Educational Technology, Online Courses, Engineering Education
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Francisco Arredondo; Belen Garcia; Ruben Lijo – IEEE Transactions on Education, 2025
Contributions: This article presents the results from a teaching innovation project based on the creation of educational videos by students and their assessment through blind peer review in the context of an electric circuit course. This article also analyses the activity's impact on learning outcomes by comparing the results of participating…
Descriptors: Video Technology, Electronic Equipment, Peer Evaluation, Program Effectiveness
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Mónica Palomo; Cristina Torres-Machi; Patricia Clayton; Fethiye Ozis; Corinna Fleischmann; Leslie Nolen; Dion Coward – Journal of Civil Engineering Education, 2025
In the spring of 2020, the American Society of Civil Engineers (ASCE) was faced with the challenge of how to best serve and support its higher education members amid the COVID-19 pandemic. Specifically, for the Excellence in Civil Engineering Education (ExCEEd) Teaching Workshop (ETW), the indefinite prohibition of in-person gatherings triggered…
Descriptors: COVID-19, Pandemics, Inclusion, Distance Education
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Petri Nokelainen; Terhi Kaarakka; Jani Hirvonen; Ilmari Puhakka; Riikka Kangaslampi; Simo Ali-Löytty; Vikke Vuorenpää; Elina Viro – Journal of Computer Assisted Learning, 2025
Background: First-year engineering mathematics courses present a critical academic challenge, often leading to a significant decline in student self-efficacy, a key predictor of retention and success. While flipped learning is a proposed solution, a lack of longitudinal research using robust comparison groups has limited our understanding of its…
Descriptors: Flipped Classroom, Self Efficacy, Emotional Response, Engineering Education
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Tracy Hewitt; Frank Forcino – Discover Education, 2025
Integrating hands-on Science, Technology, Engineering, and Math (STEM) education with a focus on the engineering design process into elementary school curricula has been associated with positive outcomes, including enhanced student understanding and increased interest in the topics. Here, we evaluated third grade student interest and perceived…
Descriptors: STEM Education, Grade 3, Elementary School Students, Student Interests
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Renee M. Clark; April A. Dukes; Lucille Sowko; Mark Gartner – Biomedical Engineering Education, 2025
Purpose: In 2018, the Department of Bioengineering and the School of Nursing at University of Pittsburgh implemented an interdisciplinary partnership that integrated senior nursing students into the bioengineering capstone Senior Design course as part of a National Institutes of Health education grant. This two-semester course requires senior…
Descriptors: Engineering Education, Nursing Education, Biomedicine, Interdisciplinary Approach
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Hang T. T. Bui; Kaur Amrita; Tra T. T. Nguyen – European Journal of Engineering Education, 2025
Creative thinking is a key focus in twenty-first century higher education, yet engineering students are often seen as lacking creativity due to traditional training approaches. To address this issue, this study examines the effectiveness of project-based learning (PBL) integrated with Scamper--a creative thinking tool--and Trello--a project…
Descriptors: Active Learning, Student Projects, Creative Thinking, Engineering Education
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Tonya Isabell; Nathan Mentzer – Journal of Technology Education, 2025
In 2018, the U.S. Federal government published a STEM education strategy report outlining a vision with three goals (building a strong foundation for STEM literacy, increasing diversity, equity and inclusion in STEM, preparing the STEM workers for the future) for providing Americans access to high-quality STEM education and acquisition of future…
Descriptors: STEM Education, Self Efficacy, Robotics, Program Effectiveness
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Antonija Mitrovic; Raul Vincent Lumapas; Matthias Galster; Sanna K. Malinen – International Association for Development of the Information Society, 2025
Video-based learning (VBL) is widely used due to its flexibility and accessibility. However, only watching videos results in shallow learning, and therefore there has been much research on providing support for engagement in VBL. In this paper, we present our VBL platform and the results of a study performed in two consecutive years in the same…
Descriptors: Video Technology, Technology Uses in Education, Empathy, College Students
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Roberto Gomez Tobias; Javier Armando Gonzalez Lozano; Martha Lorena Martínez Torres; Jorge Alvarez Ramírez; Giovanni Maria Baldini; Kingsley Okoye – International Journal of STEM Education, 2025
Background: Ethical decision-making is at the core of higher education, yet case-based ethics training often lacks depth and practical judgment. This study investigates whether integrating Artificial Intelligence (AI) and Virtual Reality (VR) enhances ethical reasoning compared with conventional training. Sixty undergraduates in business and…
Descriptors: Ethics, Artificial Intelligence, Computer Simulation, Decision Making
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Lori Czerwionka; Andrés Obando-Taborda; Jhon Quiroga Varon; Gabriel Ríos-Rojas; Kirsten A. Davis – Hispania, 2025
Current approaches to language teaching highlight the importance of Language for Professions and Specific Purposes (LPSP) courses. These courses not only prepare learners for professional tasks but also foster twenty-first-century skills like problem-solving, creativity, and collaboration. Despite the growing body of LPSP research, there is a…
Descriptors: Second Language Instruction, 21st Century Skills, Problem Solving, Creativity
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Ting-Ting Wu; Edi Sarwono; Yueh-Min Huang – Social Psychology of Education: An International Journal, 2025
Laboratories play a central role in engineering education. Current technology enables virtual experiences that challenge the traditional concept of teaching laboratories for undergraduate engineering students. Integrating technology, such as virtual laboratories, allows students to learn foundational experimental skills; however, it lacks…
Descriptors: Engineering Education, Laboratories, Computer Simulation, Undergraduate Students
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Ming Hu; K. C. Fryer; Adam Heet; Jacob Mathis – Journal of Civil Engineering Education, 2025
This study explores the integration of immersive virtual reality (IVR) in teaching carbon-neutral development, focusing on experiential learning. Utilizing a case study approach with the Hafencity project in Hamburg, Germany, the research evaluates IVR as an educational tool to deliver an immersive learning experience in carbon-neutral development…
Descriptors: Foreign Countries, Computer Simulation, Technology Uses in Education, Experiential Learning
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