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Deborah Silvis; Jody Clarke-Midura; Victor R. Lee; Jessica Shumway – Science Education, 2026
Affect has long been of interest in early childhood education, where social and emotional dynamics are seen as critical dimensions of learning, intricately linked to embodied activity. As part of the special issue Centering Affect and Emotion Toward Justice and Dignity in Science Education, this paper conceptualizes affect through children's…
Descriptors: Affective Behavior, STEM Education, Computer Science Education, Active Learning
Todini, Luca; Menchetti, Laura – Advances in Physiology Education, 2023
Active learning and practices are strongly encouraged or made mandatory by local, national, and European organizations. Therefore, we set up an interactive practical classroom, engaging all of the attending students of the year (n = 47). Each student was assigned a physiological role (marked on a cardboard sign) in the following events:…
Descriptors: Interaction, Active Learning, Learning Activities, Human Body
Patricia Muhuro; Simon Murote Kang’ethe – Research in Social Sciences and Technology, 2025
The flipped classroom is an emergent digital pedagogy credited with virtuous and student-centric characteristics of increased learning. The purpose of this study was to discuss the implementation of the Flipped Classroom Blended Learning Model among lecturers in African Universities. The study employed a qualitative literature review, after…
Descriptors: Flipped Classroom, Blended Learning, Models, Universities
Yuniasih, Ririn; Bone, Jane; Quiñones, Gloria – Contemporary Issues in Early Childhood, 2023
Traditional games are commonly understood for their long establishment, passed down over generations and characterised by the simplicity of their materials. The aim of this article is to explore traditional games where materials are at the centre, focusing on games with stones. Through a new-materialist perspective, using Barad's concept of…
Descriptors: Elementary School Students, Traditionalism, Games, Interaction
Rahmat Sholihin Mokhtar; Nurfaradilla Mohamad Nasri; Wan Ahmad Munsif Wan Pa – Journal of Education and Learning (EduLearn), 2025
Considering the pressing need for effective health education in primary schools, this systematic review rigorously evaluates various strategies designed to enhance students' health knowledge, attitudes, and behaviours. The primary objective of this study is to assess the efficacy, challenges, and outcomes of health education programmes that…
Descriptors: Health Education, Interaction, Active Learning, Student Projects
Tuire Colliander – Policy Futures in Education, 2025
This article presents explorations of co-choreographing the early years dance pedagogical settings through dialogical and intra-active approaches in the context of artistic research. It discusses how to choreograph the pedagogical settings in such a manner, that the distribution of the artistic agency would become more equal, and the complex…
Descriptors: Dance Education, Dance, Early Childhood Education, Teaching Methods
Gerald K. LeTendre; Raisa Gray – Journal of Computer Assisted Learning, 2024
Background: Although human-robotic interaction is a rapidly burgeoning area of study within education, and social robots are being widely tested for use in schools, few studies have focused on early adolescent interactions with robots under actual classroom conditions. Objectives: We introduced an autonomous, social robot ('Pepper') into a…
Descriptors: Robotics, Student Projects, Early Adolescents, Active Learning
Mary DePascale; Geetha B. Ramani – Journal of Numerical Cognition, 2025
Math learning in early childhood is critical for later success, as it is predictive of mathematical and academic achievement through adolescence. Therefore, developing engaging and effective methods for early math instruction are important. Math games are a common method for teaching math in a way that is motivating and engaging for young children…
Descriptors: Educational Games, Mathematics Instruction, Early Childhood Education, Game Based Learning
Özlem Soydan Oktay; T. Volkan Yüzer – Interactive Learning Environments, 2024
This study determines and analyzes the principles of interactive scenario design supporting critical and creative thinking in asynchronous learning environments. The study was conducted as a qualitative research, framed by two theoretical approaches, heutagogy and inquiry-based learning, and a holistic case study. The basic principles of the…
Descriptors: Asynchronous Communication, Creative Thinking, Critical Thinking, Interaction
Megan Barker; Batool Mutawe; Katie Simons; Noah McDowell; Benjamin Wiggins – Journal of College Science Teaching, 2024
Graduate students in STEM fields undertook a 9-month training program focusing on practice-based development of active teaching methods. As instructors of record in their own senior-level courses, these trainees were observed on their independently designed classroom sessions using the COPUS classroom observation tool. Compared to a large sample…
Descriptors: STEM Education, Graduate Students, Teaching Methods, Active Learning
Gihan S. Edirisinghe; Maria A. M. Trindade; Lan Luo – Decision Sciences Journal of Innovative Education, 2024
The COVID-19 pandemic forced instruction into remote formats, rendering active learning efforts in business classrooms infeasible. In response, we adopt a novel model for interactive classroom activities by hosting classroom games on Google Sheets, the free and widely used cloud-based spreadsheet application. First developed for a synchronous Zoom…
Descriptors: Internet, Computer Software, Interaction, Computer Mediated Communication
Taeho Min; Bongwoo Lee; Hunkoog Jho – Education and Information Technologies, 2025
This study aims at exploring the role of generative artificial intelligence (AI) in scientific inquiry and giving some implications for teaching scientific inquiry by examining the interactions between secondary students and AI during the design of open-ended physics experiments. A generative AI assistant was developed to support this process and…
Descriptors: Artificial Intelligence, Technology Uses in Education, Technology Integration, Science Process Skills
Laura E. Landon; Camri Pratt; Megan Reis – InSight: A Journal of Scholarly Teaching, 2025
Well-being plays a critical role in student performance and engagement. The purpose of this pilot study is to describe an active and experiential learning activity and examine its effect on promoting well-being in a convenience sample of graduate students. The results of this study demonstrated that the active and experiential learning…
Descriptors: Active Learning, Well Being, Experiential Learning, Mental Health
Melissa Gruber; Stefanie Faßbender – New Directions in the Teaching of Natural Sciences, 2025
In the post-pandemic era, lecturers in Higher Education (HE) are confronted with the challenge of motivational and attention deficits in their students. Hence, incentives to foster student engagement and motivation are subject to recent research. One such approach is game-based learning, involving specifically conceptualized games for HE, commonly…
Descriptors: Instructional Innovation, Teaching Methods, Educational Games, Puzzles
Mentzer, Nathan; Krishna, Bhawna; Kotangale, Ankita; Mohandas, Lakshmy – Learning Environments Research, 2023
Active learning strategies engage students and promote student-centered learning environments. Implementing active learning in a HyFlex environment during the Fall of 2020 global pandemic was challenging. We describe the "Interactive Synchronous HyFlex" approach to teaching design thinking at the introductory college level and explore…
Descriptors: College Students, Psychological Needs, Active Learning, Self Determination

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