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Tan, Michael; Lee, Shu-Shing; Ng, Zhi Ying – Learning: Research and Practice, 2017
While the Silicon Valley aphorism would encourage all involved in design to 'fail early so that one can succeed earlier', such a concept may be hard to translate to classroom instructional strategies, especially due to the negative connotations of failure in school settings. Failures in design serve a somewhat distinct purpose from failures in…
Descriptors: Social Influences, Student Attitudes, Failure, Design
Donelan, Helen; Kear, Karen – International Review of Research in Open and Distributed Learning, 2018
Although collaboration skills are highly valued by employers, convincing students that collaborative learning activities are worthwhile, and ensuring that the experience is both useful and enjoyable, are significant challenges for educators. This paper addresses these challenges by exploring students' and tutors' experiences of a group project…
Descriptors: Foreign Countries, Cooperative Learning, Group Activities, Part Time Students
Tran, Kelly M. – E-Learning and Digital Media, 2016
In this study, I discuss the need to increase girls' involvement with game design due to the numerous benefits that engaging in this practice might have. In particular, I discuss the tool Twine, an accessible and relatively easy-to-use platform for creating text-based games. I provide an overview of the tool and its potential benefits for…
Descriptors: Elementary School Students, Middle School Students, Preadolescents, Early Adolescents
Mullens, Jo Beth – Journal of Geography, 2016
Charging undergraduate geography students with the task of designing a recreational trail in their local community offers an engaging experiential opportunity with potential to advance geographic learning in a real-world setting. This article presents an assignment in which students were asked to develop a recreational trail proposal for an…
Descriptors: Undergraduate Students, Student Attitudes, Recreational Facilities, Assignments

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