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Nurazidawati Mohamad Arsad; Kamisah Osman; Marlissa Omar; Nur Suhaidah Sukor – International Society for Technology, Education, and Science, 2023
The aim of this research is to determine the effectiveness of the STEM Kid Module on the scientific literacy of fifth-grade students in the 'Energy' topic. The module was developed based on the combination of constructivism and constructionism as a fundamental learning theory. Meanwhile, the STEM Kid instructional phase was formed using a STEM…
Descriptors: Program Effectiveness, STEM Education, Units of Study, Academic Achievement
Nur Fajriah Muchlis; Punaji Setyosari; Dedi Kuswandi; Saida Ulfa; Henry Praherdhiono – International Society for Technology, Education, and Science, 2023
In recent years, the Computer Science and Information Technology programs have experienced growth and achieved immense popularity, increasing the demand for graduates who will become skilled workers. The educational outcomes-based curriculum (OBE) targets that learning must pay attention to one of the Key Performance Indicators (IKU) achievements:…
Descriptors: College Students, Design, Innovation, Thinking Skills
Marinescu, Maria-Cristina; Marzo, Jose L. – International Association for Development of the Information Society, 2020
Based on our positive, but limited experience with Jigsaw at the university level, half a year ago we initiated a more extensive experiment with a larger sample of students, and incorporating changes that relate back to some negative comments we have received during the previous course. Jigsaw is a collaborative inquiry-based learning technique…
Descriptors: Cooperative Learning, Inquiry, Teamwork, Active Learning
Lebid, ?ndrii E.; Shevchenko, Natal'ya A. – European Journal of Contemporary Education, 2020
This paper outlines some of the key changes to cultivating relevant capabilities, skills, and competencies that are expected of university graduates today. Transformation processes in this area are calling for the creation of a relevant system of workforce education and training, with a focus on optimizing the conditions for combining work and…
Descriptors: Design, Skill Development, Thinking Skills, Active Learning
McLean, Mandy; McBeath, Jasmine Kyle; Susko, Tyler; Harlow, Danielle Boyd; Bianchini, Julie – AERA Online Paper Repository, 2018
There is a growing demand in the US for more trained engineers, yet attrition rates from university engineering programs are high and diversity in engineering is low. Few resources have been dedicated to the improvement of freshman engineering courses even though freshman students have the highest rates of attrition. Through a synthesis of the…
Descriptors: Service Learning, Engineering Education, Design, Active Learning
Thanapornsangsuth, Sawaros – AERA Online Paper Repository, 2017
This research presents two case studies on how human-centered design process can help the students find their purpose in making and designing in a constructionist learning-environment. Human-centered design guides students to deeper understanding of others' needs and encourages them to think and act collaboratively and creatively. When the…
Descriptors: Foreign Countries, Middle School Students, Grade 8, At Risk Students
Boardman, Alison Gould; Polman, Joseph L.; Dalton, Bridget; Scornavacco, Karla – AERA Online Paper Repository, 2017
Project based learning (PBL) provides opportunities for teachers and students to create learning spaces that are authentic and relevant. Much of this work is taking place in STEM contexts, with few studies exploring PBL integration in English language arts (ELA) classrooms. In this co-design project, we collaborated with 13 9th grade ELA teachers…
Descriptors: Active Learning, Student Projects, High School Students, Language Arts
Tietjen, Phil; Choi, Ko Un; Ozkan-Bekiroglu, Saliha; McDonald, Scott B. – AERA Online Paper Repository, 2017
Mobile learning initiatives (e.g., Bring-Your-Own-Device) have generated increasing attention to the physical design of Active Learning Spaces (ALS). Yet, the role of physical space in shaping pedagogical practice remains under-theorized. Sociomaterial perspectives such as Actor-Network theory offer promising potential for examining this area as…
Descriptors: Telecommunications, Handheld Devices, Active Learning, Space Utilization
Garvey, Gregory P. – International Association for Development of the Information Society, 2015
This reflection paper argues that the design and development of digital games teach essential 21st century skills. Intrinsic to application and game development is design thinking. Design thinking requires iterative development, which demands creativity, critical thinking and problem solving. Students are engaged through learning by doing in both…
Descriptors: Educational Games, Design, Critical Thinking, Creative Thinking

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