Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 15 |
| Since 2017 (last 10 years) | 27 |
| Since 2007 (last 20 years) | 37 |
Descriptor
| Experiential Learning | 132 |
| Learning Activities | 132 |
| Educational Games | 89 |
| Teaching Methods | 45 |
| Games | 33 |
| Outdoor Education | 29 |
| Instructional Materials | 27 |
| Simulation | 23 |
| Elementary Education | 22 |
| Environmental Education | 20 |
| Elementary Secondary Education | 19 |
| More ▼ | |
Source
Author
| Butzow, John W. | 2 |
| DeAvila, Edward A. | 2 |
| Duncan, Sharon E. | 2 |
| Gillis, H. Lee | 2 |
| Keehn, Martha, Ed. | 2 |
| Little, Mildred J. | 2 |
| Abruscato, Joe | 1 |
| Abt, Clark C. | 1 |
| Agogo, David | 1 |
| Ahmed, Iffath | 1 |
| Aimee Trieu | 1 |
| More ▼ | |
Publication Type
Education Level
Audience
| Practitioners | 48 |
| Teachers | 37 |
| Students | 6 |
| Community | 3 |
| Administrators | 2 |
| Parents | 2 |
| Counselors | 1 |
| Policymakers | 1 |
| Researchers | 1 |
| Support Staff | 1 |
Location
| Canada | 4 |
| Texas | 4 |
| Belarus | 1 |
| Brazil | 1 |
| China | 1 |
| Colorado (Denver) | 1 |
| Greece (Athens) | 1 |
| Illinois (Chicago) | 1 |
| Ireland (Dublin) | 1 |
| Kansas | 1 |
| Mexico | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Madeline Quasebarth; Jessica Wilks; Yul Ailea Stites; Sophie Knifton; Vanya Manthena; Robin Michelle Cogdell; Mason Arrington; Patrick Jagoda – American Journal of Play, 2025
The authors describe Hexacago Health Academy (HHA) 2.0, a five-year summer intervention designed to increase interest in science, technology, engineering, and mathematics (STEM) among mostly Black high school students in Chicago. The program features public health fundamentals and game design using principles of systems thinking, social-cognitive…
Descriptors: STEM Education, Summer Programs, High School Students, Games
Rachel M. Doughty – Journal of Chemical Education, 2024
Escape rooms are making their way into the chemistry classroom as a learning tool. However, escape rooms require a large amount of preparation and setup, and they are only novel and exciting for a single play-through. For escape room games to be incorporated into multiple class periods, they must be streamlined for reuse. In this work, I introduce…
Descriptors: Problem Solving, Educational Games, Learning Activities, Chemistry
Coté, Murray J.; Smith, Marlene A. – Decision Sciences Journal of Innovative Education, 2022
Popular game shows offer educators the opportunity to develop active-learning exercises that provide students with a real-world connection to analytical reasoning and methods. We describe a classroom assignment developed for quantitative business courses based on the Monty Hall Problem (MHP), a probability puzzle with ties to the long-running…
Descriptors: Experiential Learning, Business Administration Education, Probability, Games
Eagle, Karen A.; McNees, Mark R. – Management Teaching Review, 2023
Inclusivity and diversity are critical to maximizing team performance. This activity incorporates a popular party game that connects students with the learning objectives, demonstrating the vital roles inclusion and diversity play in the success of a business and the importance of building skills for maximizing teamwork. With little instruction to…
Descriptors: Teamwork, Educational Games, Diversity, Inclusion
Sergio Fuentes Anton – Journal of Chemical Education, 2024
Teaching natural sciences can be challenging, especially with unmotivated or disinterested students. The challenge increases when the term "Didactics" appears in the subjects under study, for example, with Didactics of Natural Sciences. The present work details the design and execution process of an escape room experience used as a…
Descriptors: Chemistry, Learning Activities, Experiential Learning, College Science
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
Flandin, Simon, Ed.; Vidal-Gomel, Christine, Ed.; Becerril Ortega, Raquel, Ed. – Professional and Practice-based Learning, 2022
This book offers various ways in which analyzing professional experience and activity in simulation training makes it possible to describe practice-based learning affordances and processes. Research has been conducted in various simulation programs in the domains of healthcare, victim rescue and population protection, involving healthcare workers,…
Descriptors: Simulation, Experiential Learning, Learning Activities, Allied Health Occupations Education
Seifert, Tami; Gez, Yoav – International Journal of Game-Based Learning, 2021
The article describes projects that combined experiential learning and gamification with teachers and pupils in junior high school science classes. The pupils planned and designed projects and critiqued the quality of the final products. A field report study model was employed using principles from the world of play in order to better understand…
Descriptors: Learner Engagement, Game Based Learning, Play, Recess Breaks
Vasiliki Brinia; Aris Plios; Paraskevi Psoni – International Journal of Learning and Change, 2024
Playfulness as a learning technique is applied into the present research in a group of adult learners. Initially, a game scenario was designed and implemented for the subject of microeconomics. Following a qualitative research methodology, through observation and interviews with ten participants before and after the playful activity, the results…
Descriptors: Play, Game Based Learning, Microeconomics, Learning Activities
Greenhaw, Laura L.; Bastian, Kenzie J.; Hurdle, J. Clay – Journal of Leadership Education, 2023
COVID-19, by all accounts, forced higher education to shift to distance delivery. As a result, faculty attempted to innovate and integrate new teaching methods as courses moved online. We utilized an online, virtual reality game to teach team decision-making as a function of leadership. In teams, learners worked cooperatively, making decisions and…
Descriptors: Electronic Learning, Experiential Learning, Leadership Training, COVID-19
Jennifer M. Vandiver – ProQuest LLC, 2024
The present study investigated the experiences of educators who taught in the virtual world Second Life®. Second Life has shown promise in the field of higher education but identified gaps exist: the identification of a set of best practices, a foundational theory, and educators' experiences using Second Life in higher education. Using a single…
Descriptors: Teacher Attitudes, Computer Games, Computer Mediated Communication, Technology Integration
Narayanan, Sareesh Naduvil; Ahmed, Iffath; Saherawala, Batul; Foud, Fatmaelzahraa; Merghani, Tarig Hakim – Advances in Physiology Education, 2021
Although traditional didactic lecturing is the principal instructional approach used in numerous medical schools, this method has several limitations. Experiential learning approaches place students in the center of the learning process and creates a positive and supportive classroom learning environment. In this article, we propose an active…
Descriptors: Medical Education, Medical Students, Medical Schools, Experiential Learning
Aimee Trieu – ProQuest LLC, 2023
Technological advancements continue to present a variety of learning opportunities for students. The purpose of this interpretative phenomenological analysis (IPA) study is to seek an understanding about students' experiences with a virtual reality (VR) activity in an Advanced Placement English course. Analyzing the observations and interactions…
Descriptors: Computer Simulation, Reading Skills, English Instruction, Language Arts
Nolfi, Tricia; Gischlar, Karen – International Journal of Teaching and Learning in Higher Education, 2020
Enrollment in graduate programs continues to rise at a steady pace in the United States with a 9% increase over the past 10 years, a pace that is expected to continue through 2026. Among these students, 56% are "adult learners" between the ages of 25 through 39 years. With this in mind, instructors need to be mindful of the unique needs…
Descriptors: Graduate Students, Adult Learning, Student Needs, Teaching Methods
Juanita Blackton; Alla McCaughey – English Teaching Forum, 2024
As the demand for opportunities to learn English grows throughout the world, parents and educators are looking for innovative ways to engage students in English-learning opportunities. Perhaps your school or municipality will seek to initiate an English Camp to be on trend with this growing need. Or perhaps, like many go-getter teachers, you wish…
Descriptors: English (Second Language), Second Language Instruction, Camps, Open Educational Resources

Peer reviewed
Direct link
