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Haapaniemi, Heini; Leinonen, Teemu – Open Education Studies, 2023
This study introduces a pedagogical model: "the parallel co-inquiry cycles with performative inquiry for character related design" for higher education design studies that focus on characterization. The disciplines benefitting from cross-fertilization provided by the model include game design, fashion design, graphic design, theatre, and…
Descriptors: Inquiry, Active Learning, Teaching Models, College Instruction
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Conner, Christopher T.; Baxter, Nicholas M. – Teaching Sociology, 2022
In this article, we report on the implementation of using the game Werewolf as a student-centered applied-learning activity to teach symbolic interaction theory and concepts. Engaging with symbolic interaction theory can be a powerful experience for students due to its potential to challenge taken-for-granted assumptions and analyze students'…
Descriptors: Games, Role Playing, Student Centered Learning, Undergraduate Students
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Conrad, Colin; Bliemel, Michael; Ali-Hassan, Hossam – Journal of Information Systems Education, 2019
The expansion of technical concepts into everyday business practices suggests a need for effectively teaching difficult subjects to non-technical users. This paper describes hands-on analogy, an innovative method for teaching technically difficult concepts using interactive, experiential learning activities and a gamified exercise. We demonstrate…
Descriptors: Experiential Learning, Business Administration Education, Data Processing, Logical Thinking
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Yavuzcan, H. Güçlü; Sahin, Damla – Design and Technology Education, 2017
In industrial design (ID) education, mechanics-based courses are mainly based on a traditional lecture approach and they are highly abstract for ID students to comprehend. The existing studies highlight the requirement of a new approach for mechanics-based courses in ID departments. This study presents a combined teaching model for mechanisms…
Descriptors: Industry, Design, Teaching Methods, Active Learning
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Jarmon, Leslie; Traphagan, Tomoko; Mayrath, Michael – Educational Media International, 2008
This paper presents an empirical study of how Second Life (SL) was utilized for a highly successful project-based graduate interdisciplinary communication course. Researchers found that an integrated threefold approach emphasizing project-based pedagogy, technical training and support, and assessment/research was effective in cultivating and…
Descriptors: Student Projects, Experiential Learning, Active Learning, Program Effectiveness
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Ruben, Brent D. – Simulation & Gaming, 1999
Presents an overview of the evolution of experiential instruction theory and practice from its popular emergence in the late 1960s through the present. Simulations, games, and other experience-based instructional methods have had a substantial impact on teaching concepts and applications during this period, and have influenced traditional…
Descriptors: Active Learning, Computer Simulation, Conventional Instruction, Educational Development
Eitington, Julius E. – 1996
This updated and expanded edition provides a number of new concepts and techniques that should prove valuable to the trainer who is interested in involving his/her learners experientially. It primarily cover methods that relate to the delivery of the training. The book's organization reflects group-in-action bias--the more participative,…
Descriptors: Active Learning, Adult Education, Case Studies, Experiential Learning