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Muhammad Syahrul Kahar; Irmawati; Muhammad Fathurrahman; Suparman Suparman; Wanida Simpol; Muhammad Ali – Educational Process: International Journal, 2025
Background/purpose: The application of learning models is expected to significantly promote the enhancement of students' problem-solving abilities through the development of interactive learning models. This study aims to (1) determine whether the Development of the Component Display Theory (CDT) Model is categorized as valid, practical, and…
Descriptors: Problem Solving, Skill Development, Models, Validity
Wang Jing Hao; Zaidatun Tasir – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study aims to develop a theoretical framework for enhancing students' higher-order thinking skills (HOTS) by integrating massive open online courses (MOOCs) with gamification elements. Background: There is a growing demand to develop students' innovative thinking abilities through MOOCs, focusing on higher-order thinking skills…
Descriptors: MOOCs, Gamification, Thinking Skills, Skill Development
Chris Chimwayange – International Journal of Technology and Design Education, 2025
This paper develops a Problem-Based Learning as a Service-Based Skills Development (PBL-SBSD) model that aims to meet student curriculum needs by providing them with lifelong skills while solving an identified real-life problem in their community. The paper introduces a six-stage cyclical model combining project-based learning (PBL) and…
Descriptors: Active Learning, Student Projects, Learner Engagement, Skill Development
Alkair, Shahad; Ali, Ruba; Abouhashem, Azza; Aledamat, Rania; Bhadra, Jolly; Ahmad, Zubair; Sellami, Abdellatif; Al-Thani, Noora Jabor – Applied Environmental Education and Communication, 2023
This study exemplifies a STEM model for engaging students in environmental sustainability programs through a problem-solving approach. The study employed a mixed-method approach incorporating 346 elementary students. The research findings demonstrated a significant improvement in post-test scores, revealing augmented students' understanding of…
Descriptors: STEM Education, Models, Learner Engagement, Conservation (Environment)
Li, Xiaoxia; Zhu, Wanxia – Education and Information Technologies, 2023
Based on the existing 3P model, this paper constructed a new 3P model under the blended-project-based learning (BPBL) environment, used the course teaching data to verify this model, and revealed the potential factors that affect the learning process and learning outcomes. The results showed that the presage variables of academic motivation and…
Descriptors: Transfer of Training, Skill Development, Blended Learning, Active Learning
Atok Miftachul Hudha; Handri Oktapiani; Abdulkadir Rahardjanto – Asia-Pacific Science Education, 2024
This study investigated the effectiveness of the orientation, identify, discussion, decision, and engage in behavior (OIDDE) learning model in enhancing biology learning outcomes, critical thinking, ethical attitudes, and engagement among high school students in Indonesia. Employing a quasi-experimental design with pre- and post-tests, the…
Descriptors: Models, Critical Thinking, Outcomes of Education, Ethics
Borish, Victoria; Hoehn, Jessica R.; Lewandowski, H. J. – Physical Review Physics Education Research, 2022
Modeling, which is the process of constructing, testing, and refining models, is an important skill in experimental physics, and thus a learning goal of many physics laboratory classes. One promising approach to help students develop modeling skills is to incorporate multiweek student-designed projects into lab courses. In order to assess the…
Descriptors: Physics, Science Instruction, Science Laboratories, Science Process Skills
Sofiadin, Aidrina; Azuddin, Muna – International Association for Development of the Information Society, 2021
The movements towards achieving sustainable goals among many countries have risen throughout the years. A part of the sustainable goals -- the COVID-19 pandemic has forced many universities to move to online learning to sustain students' education. Indeed, e-learning has been delivering through the website since 1960. There is a need to develop…
Descriptors: Sustainable Development, Game Based Learning, Higher Education, Electronic Learning
Little, Priscilla M.; Irby, Merita; Borah, Poonam; Pittman, Karen – Forum for Youth Investment, 2021
Because researchers know so much more about the brain and development than they did when the 20th-century U.S. education system was designed, this knowledge can now be used to design a system in which all individuals are able to take advantage of high-quality opportunities for transformative learning and development. This playbook suggests a set…
Descriptors: Transformative Learning, Educational Innovation, Models, Critical Thinking
Morningstar, Mary E.; Lombardi, Allison; Fowler, Catherine H.; Test, David W. – Career Development and Transition for Exceptional Individuals, 2017
In this qualitative study, a proposed organizing framework of college and career readiness for secondary students with disabilities was developed based on a synthesis of extant research articulating student success. The original proposed framework included six domains representing academic and nonacademic skills associated with college and career…
Descriptors: High School Students, Disabilities, College Readiness, Career Readiness
Morgan, Micaela V. C.; Gerber, Michael M. – Community College Journal of Research and Practice, 2016
The purpose of this study was to determine what institutionally contrived experiences would engage community college students in STEM (science, technology, engineering, and mathematics) study, regardless of their major. During the 2013-2014 academic year, 373 students at two California community colleges were surveyed, and an exploratory factor…
Descriptors: Community Colleges, Two Year College Students, STEM Education, Learner Engagement
Sato, Aiko; de Haan, Jonathan – International Journal of Instruction, 2016
The board game hobby has rapidly grown and evolved in recent years, but most of the non-digital games lack tips and tutorials and remain difficult to learn and teach effectively. In this project, we integrated a popular hobbyist approach to teaching modern strategy games with classical experiential learning elements (i.e., demonstration,…
Descriptors: Foreign Countries, Experiential Learning, Educational Games, High School Students
Roberts, Lindsay – College & Research Libraries, 2017
How can we better engage adult learners during information literacy sessions? How do we increase students' perception of the relevance and importance of information literacy skills for academic work and life in the real world? To explore these questions, the ARCS Model of Motivational Design and Problem-Based Learning were used to develop…
Descriptors: Adult Students, Online Searching, Search Strategies, Information Skills
Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K. – Educational Psychologist, 2015
In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…
Descriptors: Educational Games, Definitions, Play, Learning Theories
Niemi, Hannele; Multisilta, Jari – Technology, Pedagogy and Education, 2016
This article presents results on how students became engaged and motivated when using digital storytelling in knowledge creation in Finland, Greece and California. The theoretical framework is based on sociocultural theories. Learning is seen as a result of dialogical interactions between people, substances and artefacts. This approach has been…
Descriptors: Foreign Countries, Comparative Education, Elementary School Students, Secondary School Students
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