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Menelaos N. Katsantonis – European Journal of Education, 2025
Cooperative board games promote engagement, teamwork, and strategic problem-solving, making them useful in educational contexts. This Systematic Literature Review employs the PRISMA methodology to identify cooperative board game mechanisms and design considerations along with their adaptation potential in serious contexts and the alignment with…
Descriptors: Educational Games, Cooperative Learning, Constructivism (Learning), Experiential Learning
Charles T. Townley; Maria Emilia Martinez; Brandon A. Clark – SAGE Open, 2024
This study is the first systematic review of research on outdoor learning occurring in all disciplines and interdisciplinary areas of study at higher education institutions in the United States and published in refereed English language journals. The article describes characteristics of outdoor learning research (OLR) and outdoor learning (OL). It…
Descriptors: Outdoor Education, Higher Education, Educational Research, Interdisciplinary Approach
Pearson, Heather Ann; Dubé, Adam Kenneth – Education and Information Technologies, 2022
3D printing is an emerging educational technology that is said to prepare learners for a more technologically designed world. In this review, 3D printing studies are analyzed to identify the dominant theoretical approaches and learning outcomes associated with 3D printing in education. Five theories are identified, including situated learning…
Descriptors: Computer Peripherals, Printing, Educational Technology, Situated Learning
Caratachea, Matthew X.; Greene, Moe Debbagh; Jones, W. Monty – TechTrends: Linking Research and Practice to Improve Learning, 2023
The shift from traditional education to maker-centered learning calls for an analysis and evaluation of the current studies on professional development in maker-centered learning. The current systematic literature review was conducted to examine existing literature on teacher professional development for maker-centered learning. It aligns the…
Descriptors: Teachers, Faculty Development, Cooperative Learning, Problem Based Learning
Johnston, Elizabeth; Olivas, Gerald; Steele, Patricia; Smith, Cassandra; Bailey, Liston – Journal of Educational Technology Systems, 2018
New virtual reality (VR) applications for education appear frequently in the marketplace but rarely contain explicit pedagogies. The research objective of this study was to identify and categorize principles and practices of pedagogy that are evident but not articulated in selected VR applications for education. Analysis of public content for the…
Descriptors: Computer Simulation, Electronic Learning, Educational Principles, Content Analysis
Cronje, Johannes – Electronic Journal of e-Learning, 2014
This article presents an overview of research into computers and education undertaken at a the University of Pretoria since 1995. It seeks to explore the patterns that have emerged and to indicate potential directions for future research. In response to a call for research in the field to be taken seriously the article identifies the main themes…
Descriptors: Computer Uses in Education, Foreign Countries, Educational Technology, Electronic Learning
Vavougios, Dionisios; Verevi, Alkistis; Papalexopoulos, Panagiotis F.; Verevi, Crystallia-Ioanna; Panagopoulou, Athanasia – International Journal of Higher Education, 2016
This article reviews 24 years of research focused on science education for students with learning and other disabilities. Our results are based on 53 articles from 2 relevant databases. We hereby present and discuss the results of the most popular topics investigated, which include: constructivism, exploratory learning, hands-on activities,…
Descriptors: Science Education, Learning Disabilities, Journal Articles, Constructivism (Learning)
Khaled, Anne; Gulikers, Judith; Biemans, Harm; van der Wel, Marjan; Mulder, Martin – Journal of Vocational Education and Training, 2014
The intentions with which hands-on simulations are used in vocational education are not always clear. Also, pedagogical-didactic approaches in hands-on simulations are not well conceptualised from a learning theory perspective. This makes it difficult to pinpoint the added value that hands-on simulations can have in an innovative vocational…
Descriptors: Vocational Education, Competence, Educational Innovation, Curriculum Development
Loke, Swee-Kin – Australasian Journal of Educational Technology, 2015
While students do learn real-world knowledge and skills in virtual worlds, educators have yet to adequately theorise how students' virtual world experiences bring about this learning. This paper critically reviewed theories currently used to underpin empirical work in virtual worlds for education. In particular, it evaluated how applicable these…
Descriptors: Virtual Classrooms, Simulated Environment, Journal Articles, Educational Technology
Marquardt, Michael; Waddill, Deborah – Action Learning: Research and Practice, 2004
Action learning has the ability to solve complex problems and to significantly increase the speed and quality of individual, team and organizational learning. Its theoretical base and relationship to adult learning orientations and the source of this power remain relatively unexplored. The authors conducted an extensive review of the literature in…
Descriptors: Constructivism (Learning), Experiential Learning, Adult Learning
Ballon, Bruce C.; Silver, Ivan; Fidler, Donald – Academic Psychiatry, 2007
Objective: Headspace Theater has been developed to allow small group learning of psychiatric conditions by creating role-play situations in which participants are placed in a scenario that simulates the experience of the condition. Method: The authors conducted a literature review of role-playing techniques, interactive teaching, and experiential…
Descriptors: Experiential Learning, Psychiatry, Symptoms (Individual Disorders), Role Playing
King, Andrew – Technology, Pedagogy and Education, 2009
This article will review educational literature relevant to the design and implementation of a learning technology interface (LTI) into an undergraduate music technology curriculum. It also explores through empirical enquiry some of the advantages and disadvantages of using learning technology. This case study adopted a social-constructivist…
Descriptors: Feedback (Response), Constructivism (Learning), Music Education, Experiential Learning
Peer reviewedCaffarella, Rosemary S.; Barnett, Bruce G. – New Directions for Adult and Continuing Education, 1994
The first part of the process model for experiential learning (EL) includes student characteristics and needs (role of experience and prior knowledge, different learning processes, active involvement, affiliation needs, life context) and conceptual foundations of EL (definitions of knowledge, elements of cognition, constructivist teaching,…
Descriptors: Adult Education, Adult Students, Constructivism (Learning), Educational Needs
Peer reviewedFenwick, Tara J. – Adult Education Quarterly, 2000
Compares five perspectives on experiential learning in terms of their views of knowledge, learning, and teaching; relationship of knower, culture, and knowledge; and critiques of the perspectives. The five are reflection (constructivist), interference (psychoanalytical), participation (situative), resistance (critical cultural), and co-emergence…
Descriptors: Adult Education, Cognitive Processes, Constructivism (Learning), Experiential Learning
Peer reviewedAllison, Pete; Pomeroy, Eva – Journal of Experiential Education, 2000
Most experiential educators acknowledge the centrality of the learner in experiences they facilitate, indicating a constructivist epistemological vision. Yet participant experiences are lost in research using an outcome-focused, objectivist epistemology. Employing a constructivist epistemology in research embraces a broader range of approaches,…
Descriptors: Constructivism (Learning), Epistemology, Experiential Learning, Models
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