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Mintasih Indriayu – Educational Process: International Journal, 2025
Background/purpose: Higher education necessitates learner autonomy and active participation for deep engagement in learning. However, significant challenges limited classroom involvement and low student learning autonomy. Infrequent peer discussion further hinders knowledge retention and conceptual mastery. Many lecturers dominate learning in…
Descriptors: Peer Teaching, Personal Autonomy, Learner Engagement, College Students
Alex Wheeler; David John Matthews – Journal of Library & Information Services in Distance Learning, 2025
Educators, including library professionals are fortunate to have access to multiple educational Apps, virtual learning environments, and smartphones. However, during numerous Information Literacy sessions at Manchester Metropolitan University, the authors have continued to witness the value of paper-based activities. In this case study, we will…
Descriptors: Active Learning, Distance Education, Learner Engagement, Information Literacy
Yasemin Özdem Yilmaz; Mustafa Sahin – Journal of Baltic Science Education, 2025
Natural science is often overlooked in preschool education, despite its crucial role in developing young children's inquiry and exploration skills. This study aimed to explain the impact of inquiry-based science teaching activities on the science teaching efficacy of preservice preschool teachers. Participants included 23 pre-service teachers…
Descriptors: Preservice Teachers, Preschool Teachers, Inquiry, 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
Van den Beemt, Antoine; Groothuijsen, Suzanne; Ozkan, Leyla; Hendrix, Will – Journal of Computing in Higher Education, 2023
In engineering education laboratories serve as experiential learning aimed at engaging students. The past decades saw an increased use of online laboratories, including virtual and remote labs. Remote labs, providing online interfaces to physical labs, allow students to conduct experiments with real-world equipment anywhere and at any time.…
Descriptors: Distance Education, Engineering Education, College Students, Learner Engagement
STEM Education: Understanding the Effects of Student Interest in Science Using the 5E Learning Model
Heather Kuethe; Mohammad Albataineh; Adel Al-Bataineh – International Journal of Technology in Education, 2025
This study examined student engagement in sixth-grade science using the 5E Learning Model. A qualitative research approach was used to explore the effectiveness of the 5E learning model compared to the inquiry-based learning model used to integrate STEM within the sixth-grade science classroom. Data was gathered through observations, time on task,…
Descriptors: Science Education, Grade 6, Learner Engagement, STEM Education
Kestin, Greg; Miller, Kelly – Physical Review Physics Education Research, 2022
The prevalence of online instruction highlights the importance of videos in education. Pedagogies that include elements that actively engage students are accepted as an improvement over more passive modes of instruction. How can we transfer the advantages of active engagement to instruction via video? Previous research on instructional videos has…
Descriptors: Active Learning, Learner Engagement, Video Technology, Questioning Techniques
Huixin Gao; Harwati Hashim; Melor Md Yunus – Cogent Education, 2024
This study aims to investigate the effect of the Project-based Learning (PjBL) Class Model on Chinese undergraduates' argumentative writing performance. A mixed-methods approach was employed to attain the main objective of the study. It included 50 non-English major students in the control group (25) and experimental group (25) from a Chinese…
Descriptors: Foreign Countries, Undergraduate Students, Active Learning, Student Projects
I Kadek Suartama; I Komang Sudarma; I Gde Wawan Sudatha; Adrianus I Wayan Ilia Yuda Sukmana; Ketut Susiani – Journal of Education and Learning (EduLearn), 2024
Education is a pivotal pillar in modern society, and technology has brought about major changes in how students learn. Online learning is becoming an increasingly popular form of education, especially since the coronavirus disease (COVID-19) pandemic broke out. However, the challenge of maintaining student engagement and motivation in online…
Descriptors: Foreign Countries, Electronic Learning, Active Learning, Student Projects
Retha A. Reynolds – ProQuest LLC, 2024
This study investigated the effectiveness of culturally relevant project-based learning to address the academic achievement gap between Black and Brown students and their White and Asian American peers at New Hope Elementary School. The research aimed to determine if culturally relevant project-based learning could enhance academic outcomes,…
Descriptors: Culturally Relevant Education, Active Learning, Student Projects, Academic Achievement
Adam A. Aguiar; Jennifer Calabrese – Discover Education, 2025
This research aimed to examine the effectiveness of traditional lectures versus active lectures in introductory college biology classes composed of science and non-science majors, a topic of significant importance in the field of education. In a traditional lecture, the researcher used PowerPoint to present class content while answering direct…
Descriptors: Introductory Courses, Biology, Science Instruction, Cooperative Learning
Krishna Mohan Surapaneni – Advances in Physiology Education, 2024
Diving into the realm of game-based learning, the "CARBGAME" (CARd & Board GAmes in Medical Education) is an innovative series of games that reimagines the way medical students learn complex but essential chapters. In the pilot study, there was a highly significant improvement in the academic performance of students in the chapter…
Descriptors: Gamification, Medical Education, Active Learning, Biochemistry
Gaffar Hafiz Sagala; Faisal Rahman Dongoran; Dedy Husrizal Syah – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The COVID-19 pandemic has dramatically changed educational practices due to the intense use of information technology for teaching and learning. That phenomenon presents challenges for lecturers in higher education establishments because student engagement is threatened during online interactions. This study aims to analyze the…
Descriptors: Learner Engagement, Electronic Learning, Active Learning, Student Projects
Pedro Santos Bartolomé; Tom Van Gerven – European Journal of Engineering Education, 2025
The authors develop an educational simulation game for basic vapour-liquid equilibrium (VLE) to use in chemical engineering education, basing the design on educational guidelines from the active learning literature. The game is tested in three cohorts totalling 84 students, showing significant increase in a knowledge test of VLE, and positive…
Descriptors: Foreign Countries, Undergraduate Students, Chemical Engineering, Computer Simulation
Mekonen, Desta; Kelkay, Asrat Dagnew – Cogent Education, 2023
This study investigated the effectiveness of student-centered instruction on eighth-grade students' conceptual understanding of photosynthesis. The study employed a Quasi-experimental research method. The data collection instruments included were multiple-choice tests, observations, and an informal assessment. The pretest and posttest were…
Descriptors: Inquiry, Active Learning, Botany, Scientific Concepts

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