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Gonzalez, Emily A.; Grotzer, Tina A.; McGivney, Eileen; Reilly, Joseph – Technology, Knowledge and Learning, 2022
Multi-User Virtual Environments (MUVEs) provide a rich and immersive context for introducing inquiry-based and Problem-Based Learning (PBL) into science classrooms. MUVES can have a significant effect on learning outcomes, however, illuminating how particular design features interact with those outcomes is an important area of investigation for…
Descriptors: Science Instruction, Inquiry, Active Learning, Problem Based Learning
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Hokanson, Brad; Hendrickson, Meghan – Quarterly Review of Distance Education, 2020
In response to the COVID-19 pandemic, the University of Minnesota shifted all instruction to remote learning in mid-March 2020, including all classes in the College of Design. This case focuses on a studio course in interior design with 16 students. The classes used a range of different computer technologies. These technologies include Zoom,…
Descriptors: College Students, Studio Art, Interior Design, Distance Education
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Thanaraj, Ann – World Journal of Education, 2016
The use of virtual simulations in Legal Education as a method for learning is relatively rare despite much theoretical support that exists for the benefits in learning. There is also some apprehension on the use of technology in legal education. Both of these are likely due to the lack of solid evaluations concerning the overall impact in…
Descriptors: Computer Simulation, Legal Education (Professions), Computer Uses in Education, Instructional Effectiveness
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Hall, Wayne; Palmer, Stuart; Bennett, Mitchell – European Journal of Engineering Education, 2012
Project-based learning (PBL) is a well-known student-centred methodology for engineering design education. The methodology claims to offer a number of educational benefits. This paper evaluates the student perceptions of the initial and second offering of a first-year design unit at Griffith University in Australia. It builds on an earlier…
Descriptors: Student Projects, Investigations, Student Attitudes, Educational Benefits
Sulla, Nancy – Eye on Education, 2011
Teachers and administrators who recognize the needs of today's society and students, and their impact on teaching and learning, can use this book to create student-centered classrooms that make technology a vital part of their lessons. Filled with practical examples and step-by-step guidelines, "Students Taking Charge" will help educators design…
Descriptors: Computer Uses in Education, Active Learning, Student Centered Curriculum, Student Empowerment
Wang, Feng; Kinzie, Mable B.; McGuire, Patrick; Pan, Edward – Online Submission, 2009
Children naturally explore and learn about their environments through inquiry, and computer technologies offer an accessible vehicle for extending the domain and range of this inquiry. Over the past decade, a growing number of interactive games and educational software packages have been implemented in early childhood education and addressed a…
Descriptors: Early Childhood Education, Inquiry, Young Children, Computer Software
Barron, Brigid; Darling-Hammond, Linda – George Lucas Educational Foundation, 2008
The George Lucas Educational Foundation began in 1991 with an ambitious mission: to demonstrate how innovative learning environments in classrooms, supported by powerful new technologies, could revolutionize learning. As an organization founded by George Lucas, its members believed that the same benefits of technology that were transforming…
Descriptors: Computer Uses in Education, Experiential Learning, Active Learning, Cooperative Learning
Faris, Ahmed – Online Submission, 2008
A weak negative attitude towards learning science was noticed among the students in Qatar, a matter that was reflected on their achievement in national tests. To test if the use of PBL would improve the students' attitudes towards learning science, a sample of 25 nine graders from Hamza school were motivated to plan their own investigations and to…
Descriptors: Student Projects, Obesity, Investigations, Student Attitudes
Waddill, Deborah DeWolfe; Milter, Richard; Stinson, John – Online Submission, 2006
This is one of six innovative sessions proposed for the AHRD Scholar-Practitioner Track and coordinated by the AHRD Scholar-Practitioner Committee. It examines a suite of novel e-learning design options and how to implement an action-based approach to online learning. Participants have the opportunity to hear about these innovative approaches to…
Descriptors: Online Courses, Distance Education, Human Resources, Active Learning
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Begg, Michael; Dewhurst, David; Macleod, Hamish – Innovate: Journal of Online Education, 2005
The term "game-based learning" has emerged as a general name for the use of computer games in education. Despite early work showing rich inferential learning taking place as a result of gameplay, most game-based learning has been geared towards using a game as a host into which curricular content can be embedded. This approach can be problematic,…
Descriptors: Constructivism (Learning), Higher Education, Problem Based Learning, Veterinary Medicine
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Carmo, Mafalda, Ed. – Online Submission, 2017
This book contains a compilation of papers presented at the International Conference on Education and New Developments (END 2017), organized by the World Institute for Advanced Research and Science (W.I.A.R.S.). Education, in our contemporary world, is a right since we are born. Every experience has a formative effect on the constitution of the…
Descriptors: Educational Quality, Models, Vocational Education, Outcomes of Education
Lazinica, Aleksandar, Ed.; Calafate, Carlos, Ed. – InTech, 2009
The widespread deployment and use of Information Technologies (IT) has paved the way for change in many fields of our societies. The Internet, mobile computing, social networks and many other advances in human communications have become essential to promote and boost education, technology and industry. On the education side, the new challenges…
Descriptors: Academic Achievement, Higher Education, Educational Technology, Experiential Learning