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Helen Tidy; Joanne Irving-Walton; Gary Currie; Leisa Nichols-Drew; Helen Page – Teaching in Higher Education, 2024
Memes have emerged as a prevalent and influential aspect of contemporary culture and their use is a significant feature of social and relational communications. Yet scant research exists within Higher Education on the use of memes to assist in the research of reactions, emotions, and perceptions. The use of meme-making as a qualitative research…
Descriptors: Popular Culture, Visual Aids, Inclusion, Internet
Franetovic, Marija – Journal of Educational Multimedia and Hypermedia, 2016
This case study research sought to understand a subset of the next generation in reference to virtual world learning within a game development course. The students completed an ill-structured team project which was facilitated using authentic learning strategies within a virtual world over a period of seven weeks. Research findings emerged from…
Descriptors: Educational Games, Instructional Design, Student Developed Materials, Computer Simulation
Murry, Francie – Rural Special Education Quarterly, 2018
Researchers have demonstrated the positive outcomes of using video self-modeling (VSM) with students with emotional behavior disorders (EBDs). VSM typically refers to teacher-created videos demonstrating desired skills or behaviors where the student is the video model performing the skill at a level higher than his or her typical display. The…
Descriptors: Assistive Technology, Emotional Disturbances, Behavior Disorders, Interpersonal Competence
Kennedy, Sarah A. – Journal of Chemical Education, 2016
The green chemistry course taught at Westminster College (PA) incorporates nontraditional teaching techniques and texts to educate future chemists about the importance of using green chemistry principles. The course is designed to introduce green chemistry concepts and demonstrate their inherent necessity by discussing historical missteps by the…
Descriptors: Instructional Design, Undergraduate Students, Environmental Education, Chemistry
Julian, June; Crooks, Julian – Online Submission, 2011
Demonstrating the multiple features of the Cerulean Gallery in Second Life, this research report showcases several exemplar exhibits created by students, artists, and museums. Located in The Educational Media Center, a Second Life teaching and social space, the Cerulean Gallery exhibits functioned as case studies that tested its effectiveness as…
Descriptors: Computer Simulation, Social Systems, Internet, Art Products
Peer reviewedWebster, William E. – College Teaching, 1988
A combination of strategies that stimulates and engages graduate students, who take classes at night, is the use of cases drawn from students' personal working experiences. Material from these cases plus stories from current newspapers joined with the techniques of role playing, inquiry instruction, and Socratic dialogue create stimulating…
Descriptors: Adult Students, Case Studies, College Instruction, Experiential Learning
Taylor, Pamela G. – Innovate: Journal of Online Education, 2006
As part of a two-year study, Pamela G. Taylor's high school art students constructed hypertext webs that linked the subject matter they studied in class to their own independent research and personal experiences, which in turn encouraged them to think critically about the material. Taylor bases this use of hypertext on the thinking of Paulo Freire…
Descriptors: Art Education, Hypermedia, Critical Thinking, Video Technology
Scarbrough, Mary An; Sullivan, Margaret, Ed. – 1995
The New Castle County Vocational-Technical School District in Wilmington, Delaware, has made great strides in integrating academic and vocational studies by adopting a "project" approach to integrated learning. Students at the district's high schools are involved in a variety of real-life projects aimed at advancing technical knowledge…
Descriptors: Academic Education, Career Choice, Career Education, Case Studies

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