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Mohammad, Nagham; Nica, Mihai; Levere, Kimberly M.; Okner, Rachel – International Electronic Journal of Mathematics Education, 2023
Out-of-class activities play a crucial role in student learning. However, student opinions on the design of these activities are rarely measured across several different classes. The purpose of this study is to understand students' preferences and attitudes towards new "Engaged Mathematics Labs" in which professors and teaching…
Descriptors: College Students, College Mathematics, After School Programs, Learning Laboratories
Adugu, Emmanuel – International Journal of Adult Education and Technology, 2021
This article focuses on designing and conducting action research in diverse settings. Action research is a collaborative approach to problem solving. It involves consultative problem identification, reflects context, encourages reflexive examination, and ultimately encourages and empowers beneficiaries for desirable change. In that regard, it puts…
Descriptors: Action Research, Problem Solving, Models, Photography
Çavas, Bülent; Güney, L. Özge; Karagöz, Emre; Çavas, Pinar – Science Education International, 2020
Lego has been a popular toy since 1932. "LEGO" is an abbreviation of two Danish words "leg godt" which means "play well." In today's LEGO-based learning and teaching environments, it has been revealed in studies that students working to solve problems presented to them were often unaware of how much time has passed.…
Descriptors: Toys, Robotics, Student Attitudes, Scientists
Danby, Susan; Evaldsson, Ann-Carita; Melander, Helen; Aarsand, Pål – British Journal of Educational Technology, 2018
Collaboration is an important aspect of social activity associated with young children's digital gameplay. Children organise their participation as they communicate with and support one another, through sharing knowledge and problem-solving strategies, displaying their expertise, encouraging others and creatively exploring possibilities for…
Descriptors: Cooperation, Video Games, Young Children, Play
Li Sun, Editor; Cheng-Yao Lin, Editor – IGI Global, 2025
Many educators face the challenge of engaging students in science and mathematics, often struggling to bridge the gap between theoretical concepts taught in classrooms and their real-world applications. This disconnect can lead to disinterest and disengagement among students, hindering their learning outcomes. "Cases on Informal Learning for…
Descriptors: Informal Education, Science Education, Mathematics Education, Problem Solving
Hsu, Hsiao-Ping; Wenting, Zou; Hughes, Joan E. – Journal of Educational Computing Research, 2019
This mixed-method case study investigated digital literacy (DL) development among 32 elementary-level students who created multimodal, contextual, and interactive augmented reality (AR) artifacts in a 20-week after-school program in Northern Taiwan. The instructional design combined situated and spiral learning experiences with AR, implemented…
Descriptors: Elementary School Students, Computer Simulation, After School Programs, Foreign Countries
OECD Publishing, 2018
Schools are not just four walls inside of which students learn how to read, write and think. Schools provide a venue where young people meet each other, and where they develop relationships and friendships that may last for decades. At school, students socialise and hone the interpersonal skills that are required to function effectively in the…
Descriptors: Cooperative Learning, International Cooperation, Interpersonal Competence, Problem Solving
Stott, Debbie; Graven, Mellony – Pythagoras, 2013
In this article we describe the design process for an after-school Grade 3 mathematics club, based on our experiences running a pilot club in a 2011 research and development project. Working from a sociocultural perspective, we show the progression from an initial multifaceted design to a much simpler, more learner-centred design that speaks…
Descriptors: Correlation, Theory Practice Relationship, Mathematics Instruction, Clubs
Gunion, Katherine; Milford, Todd; Stege, Ulrike – Journal of Problem Solving, 2009
Recursion is a programming paradigm as well as a problem solving strategy thought to be very challenging to grasp for university students. This article outlines a pilot study, which expands the age range of students exposed to the concept of recursion in computer science through instruction in a series of interesting and engaging activities. In…
Descriptors: Foreign Countries, Programming, Programming Languages, Middle School Students
Barnes, Tiffany, Ed.; Chi, Min, Ed.; Feng, Mingyu, Ed. – International Educational Data Mining Society, 2016
The 9th International Conference on Educational Data Mining (EDM 2016) is held under the auspices of the International Educational Data Mining Society at the Sheraton Raleigh Hotel, in downtown Raleigh, North Carolina, in the USA. The conference, held June 29-July 2, 2016, follows the eight previous editions (Madrid 2015, London 2014, Memphis…
Descriptors: Data Analysis, Evidence Based Practice, Inquiry, Science Instruction
Gifted Education International, 2003
This article describes a project that involved two groups of able students (ages 11-14) identified by teachers to work on problems set by two local industries. The project was designed to enrich the curriculum by developing problem solving skills and understanding of the application of science and technology in industry. (CR)
Descriptors: After School Programs, Discovery Learning, Elementary Secondary Education, Enrichment Activities
Bretherton, Di; And Others – 1995
As concern with the level of violence in society increases, this document suggests one approach to reducing violence is to develop nonviolent conflict resolution programs to provide people with the skills to solve problems collaboratively. These programs also may encourage people to refocus the way they experience conflict in their lives. They…
Descriptors: Adolescents, After School Programs, Conflict, Conflict Resolution

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