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Bolanle Oyindamola Adebayo; Hannah M. Sunderman – International Journal of Mentoring and Coaching in Education, 2025
Purpose: To maximize the benefits of intercultural mentoring relationships, which are increasing in today's diverse higher education environment, the current article conceptualizes the connection between intercultural mentoring and cultural competence among mentors and mentees as a learning process. Design/methodology/approach: The conceptual…
Descriptors: Intercultural Programs, Mentors, Cultural Awareness, Competence
Courtney A. Pfluger; Jennifer R. Weiser; Kristine Horvat – Chemical Engineering Education, 2024
As understanding of STEM education pedagogy deepens, traditional lecture-based courses evolve to include new philosophies, such as active learning, project-based learning, and inquiry-based learning (IBL). Additionally, hands-on educational experiences at the early stages of an undergraduate program are seminal in propelling students into the…
Descriptors: Experiential Learning, Active Learning, Inquiry, Teaching Methods
Karen Stock; Philip Cola; David Kolb – Experiential Learning and Teaching in Higher Education, 2024
The 21st century has seen a dramatic rise in experiential learning research and practice. After the previous century, where research on subjective experience was for the most part excluded from academic journals, there is today a resurgence of scholarly research on experience and experiential learning. Yet, how do we know when a given educational…
Descriptors: Experiential Learning, Educational Experience, Learner Engagement, Active Learning
Inas Sausan; Elda Frediana Rety Kartika; Faizal Akhmad Adi Masbukhin; Sukma Wahyu Wijayanti; Ayu Fahimah Diniyah Wathi; Dola Suciana – Journal of Chemical Education, 2025
STEAM (Science, Technology, Engineering, Arts, Mathematics) learning is designed to contextualize the abstract concepts of science in chemistry learning. Integration STEAM in chemistry learning needs a learning model to help students understand real-world problems. For this reason, STEAM-PBL (Project Based Learning) was employed. This paper…
Descriptors: Science Education, Chemistry, Information Sources, Social Media
G. Mauricio Mejía; Yumeng Xie; Luca Simeone; Stephanie Tomlin – International Journal of Art & Design Education, 2025
As design becomes more oriented towards strategy, services and systems, design learning is no longer something apprentices can develop only with masters' input and critique. Further, the experimentation and reflection commonly occurring inside studio-based education is insufficient. Real-world or live projects offer an alternative to learning…
Descriptors: Design, Art Education, Strategic Planning, Skill Development
Jewoong Moon; Daeyeoul Lee; Gi Woong Choi; Jooyoung Seo; Jaewoo Do; Taehyeong Lim – Interactive Learning Environments, 2024
We implemented a systematic literature review to investigate the trends and issues of learning analytics in seamless learning environments. We collected and analyzed a total of 27 empirical journal articles that study and discuss learning analytics design and implementation in seamless learning environments. In a recent decade, researchers have…
Descriptors: Learning Analytics, Literature Reviews, Active Learning, Inquiry
Sebastian Björnhammer; Iann Lundegård; Jakob Gyllenpalm – Cultural Studies of Science Education, 2024
In science education, students need to work with laboratory elements that create conditions for them to learn to do science and experience the value of making meaning in this process. However, students rarely get to carry out investigations that resemble actual scientific practices. More often, they are encouraged to follow an already given…
Descriptors: Science Education, Scientific Concepts, Active Learning, Inquiry
Jacqueline Corcoran; Malitta Engstrom; Kate Ledwith; Gerard Jefferies; Tamara J. Cadet – Journal of Teaching in Social Work, 2025
Competency-based education in social work (CSWE, 2022) demands active learning methods that demonstrate professional competencies and practice behaviors. Role-plays and simulations are methods that link learning in the classroom with practice. This article explores role-play and simulation variants: basic role-play, real play, student-scripted…
Descriptors: Role Playing, Simulation, Social Work, Competency Based Education
Muhua Zhang; Chien-Yuan Su – Education and Information Technologies, 2025
Immersive virtual reality (IVR) is expected to create a greater sense of presence that might improve students' laboratory learning experiences. However, little research has verified the influence of presence on students' perceptions toward immersive laboratory learning. The current study, which is based on the expectation confirmation model,…
Descriptors: Adolescents, Adolescent Attitudes, Laboratory Training, Foreign Countries
Nathan J. Mentzer; Tonya M. Isabell; Lakshmy Mohandas – Journal of Computing in Higher Education, 2024
HyFlex learning environments have been meeting the unique needs of students and institutions for nearly 20 years. However, it was the pandemic that gave HyFlex its widespread acceptance and application. Literature suggests that HyFlex may now be considered part of the new norm in education and therefore, further study is needed on how it affects…
Descriptors: Blended Learning, Experiential Learning, Synchronous Communication, Performance
Bahar Memarian; Tenzin Doleck – Education and Information Technologies, 2024
The development of data science curricula has gained attention in academia and industry. Yet, less is known about the pedagogical practices and tools employed in data science education. Through a systematic literature review, we summarize prior pedagogical practices and tools used in data science initiatives at the higher education level.…
Descriptors: Data Science, Teaching Methods, Literature Reviews, Curriculum Development
Ruth, Alissa; Brewis, Alexandra; Beresford, Melissa; Smith, Michael E.; Stojanowski, Christopher; SturtzSreetharan, Cindi; Wutich, Amber – Scholarship and Practice of Undergraduate Research, 2023
The impact of undergraduate research experiences (UREs) is supported by evidence from physical and life science fields, especially when student-apprentices work in traditional laboratories. Within social sciences specifically, some excellent student outcomes associated with UREs adhere to non-lab-based modalities like course-based research…
Descriptors: Undergraduate Students, Research Methodology, Student Research, Active Learning
A Gamified Method for Construction Engineering Education: Learning through Guided Active Exploration
Mohammad Ilbeigi; Diana Bairaktarova; Romina Ehsani – Journal of Civil Engineering Education, 2024
Experiential learning through active exploration can play a vital role in fostering critical thinking and problem-solving skills in engineering education. However, the complex nature of the construction industry in the 21st century cannot afford an education through trial and error in a real environment. This case study aims to promote…
Descriptors: Gamification, Educational Games, Engineering Education, Active Learning
Susanne Wimmelmann; Kerrin Riewerts; Constanze Saunders; Susanne Haberstroh – Scholarship and Practice of Undergraduate Research, 2024
Research-based learning (RBL) has been discussed in German higher education teaching and learning since the end of 1960s, having found a revival in the 2000s with considerable federal funding which enabled a creation of a variety of RBL-formats at many universities across disciplines. Within this dynamic development, both the Standing Group on RBL…
Descriptors: Foreign Countries, College Students, Student Research, Research Training
Slade Goldman; Katie A. Coscia; Lauren A. Genova – Journal of Chemical Education, 2024
Electron configuration provides insight into the chemical behaviors of elements and is an important concept for students to master in introductory chemistry. To better strengthen undergraduate students' mastery of electron configurations of atoms and ions, we designed a novel, interactive chemistry game called ChemisTree that uses active-learning…
Descriptors: Educational Games, Chemistry, Science Education, Scientific Concepts