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Kostas Karadakis; Trevor Bopp; Matthew Walker – Sport Management Education Journal, 2025
The esport industry is an ever-evolving field for which students must have industry-specific skills and knowledge if they intend to secure career opportunities. Scholarly curricula and the associated experiential conduits are essential to the acquisition and development of such skills among students. The purpose of this study was to better…
Descriptors: Experiential Learning, Athletics, Electronic Learning, Internet
Basilia E. Blay; Alma S. Espartinez – Journal of Technology Education, 2024
This study examined and categorized the views of undergraduate college students in the Philippines and correlated those with similar patterns of views regarding the use of Design Thinking (DT) in their Philosophy course. The QMethodology was used to analyze qualitative data using PQMethod (Schmolck & Atkinson, 2013) software quantitatively.…
Descriptors: Undergraduate Students, Student Attitudes, Educational Technology, Electronic Learning
Roland Kiraly; Sandor Kiraly; Martin Palotai – Education and Information Technologies, 2024
Deep learning is a very popular topic in computer sciences courses despite the fact that it is often challenging for beginners to take their first step due to the complexity of understanding and applying Artificial Neural Networks (ANN). Thus, the need to both understand and use neural networks is appearing at an ever-increasing rate across all…
Descriptors: Artificial Intelligence, Computer Science Education, Problem Solving, College Faculty
Laurie Ann Gentry-Goodale – ProQuest LLC, 2024
There is a strong need for fifth-grade students to become proficient in mathematical problem-solving using fractional computations because it will have a lasting impact on student achievement. Traditionally, mathematics is taught inside a brick-and-mortar classroom, grounded in rote memorization of facts, rules, and formulas. In recent years, more…
Descriptors: Grade 5, Problem Solving, Fractions, Computation
Cengiz Tüysüz; Nurettin Can Bodur; Ilker Ugulu – Journal of Advanced Academics, 2024
An issue arising in emergency distance education procedures, such as the response to the COVID-19 pandemic, is a lack of appropriate high-quality content and course activities for high ability students suitable for distance education. In this study, online CAD-based learning experiences structured with the Tinkercad Circuits Platform designed for…
Descriptors: Distance Education, Academically Gifted, Computer Assisted Design, Emergency Programs
Roshni Bano; Atiiyah Agbeke Ibrahim; Jessica Wrona; Lindsey T. Back; Minjung Ryu – Journal of Chemical Education, 2024
In this study, we investigated the impact of collaborative learning practices on the academic success of first generation college (FGC) students in one section of a general chemistry course. We implemented group problem solving and group quizzes during the lecture sessions of General Chemistry 1. Our focus was on understanding how FGC students…
Descriptors: Online Courses, Chemistry, Science Instruction, First Generation College Students
Manolis Kousloglou; Eleni Petridou; Anastasios Molohidis; Euripides Hatzikraniotis – International Association for Development of the Information Society, 2023
Critical Thinking & Problem Solving belong to 21st century skills that enhance ways of thinking, learning, working and living in the world. When combined with well-designed educational activities, mobile technology has the capacity to foster these abilities. This study evaluates the Critical Thinking & Problem Solving skills of ninth-grade…
Descriptors: Grade 9, Critical Thinking, Thinking Skills, Problem Solving
Polat, Murat – International Journal of Education and Literacy Studies, 2022
The COVID-19 Pandemic process has brought with it a climate of uncertainty. This uncertain environment also contains a lot of uncertainty about classroom management for preservice teachers. The main purpose of this study was to reveal the metaphorical perceptions and views of preservice teachers about the source of the uncertainties they encounter…
Descriptors: COVID-19, Pandemics, Preservice Teachers, Student Attitudes
Getenet, Seyum – Mathematics Education Research Group of Australasia, 2022
This case study aims to describe the learning characteristics of a child and evaluate his preferences for using physical manipulatives (PM) and virtual manipulatives (VM) to solve fraction problems. The participant in this study was a fourth-grade child. The child was given similar problems to solve using PM and VM. Data sources were observations…
Descriptors: Mathematics Instruction, Student Attitudes, Student Characteristics, Preferences
Charles Montel; Benjamin Cartiaux; Giovanni Mogicato – Anatomical Sciences Education, 2025
Anatomy plays a key role in veterinary training, and alternatives to traditional teaching methods, such as game-based learning and escape rooms, are emerging as innovative and effective methods. However, the effectiveness of these approaches, particularly in areas such as veterinary anatomy, remains under-researched. The aim of this study was to…
Descriptors: Instructional Effectiveness, Educational Games, Electronic Learning, Virtual Classrooms
Gloria Concepcion Tenorio-Sepulveda; Katherine del Pilar Muñoz-Ortiz; Maria Soledad Ramirez-Montoya – Journal of Social Studies Education Research, 2025
Computational thinking (CT) is an indispensable higher-order competency in our complex, digitalized era; its development in students can be an effective tool for societal problem-solving. This research aimed to use an escape room to develop students' computational thinking using challenges oriented toward Sustainable Development Goal (SDG) 7 of…
Descriptors: Computation, Thinking Skills, Problem Solving, Game Based Learning
Neo, Tse-Kian; Amphawan, Angela; Hamidani, Khadija – Journal of Educational Multimedia and Hypermedia, 2022
Institutions of higher learning were rapidly made to change from in-person to fully online learning due to the COVID-19 pandemic. This change posed an inherent problem in successfully engaging students in learning in a remote learning environment. Thus, the study aims to enhance students' problem-solving skills through self-directed learning in a…
Descriptors: Independent Study, Educational Environment, COVID-19, Pandemics
Albano, Giovannina; Arzarello, Ferdinando; Dello Iacono, Umberto – Technology, Knowledge and Learning, 2021
This paper aims to show how the Logic of Game Theory can facilitate the structuring of games for the learning of mathematical concepts, in a way which is cognitively resonant with students' attitudes and epistemologically sound from the mathematical standpoint. We propose a kind of game, based on an inquiry approach to mathematics, called Digital…
Descriptors: Game Based Learning, Active Learning, Inquiry, Electronic Learning
Katrine Sharp Rogers; Claudi Thomas; Hilary Holmes – Open Learning, 2024
Active learning in mathematics can lead to deeper understanding than passively listening to a lecture, yet recent studies indicate that didactic teaching dominates online tutorials. This study investigated student participation in three types of activity: solving mathematical problems via polling, on-screen activities on a shared whiteboard and…
Descriptors: Student Participation, Active Learning, Mathematics Activities, Synchronous Communication
Nguyen, Ha; Gijlers, Hannie; Pisoni, Galena – Higher Education, Skills and Work-based Learning, 2023
Purpose: The purpose of the study is to determine how students perceive groupwork and identify patterns of less successful groups in online challenge-based learning. Design/methodology/approach: This study involved 29 university students working in nine teams in an online challenge-based course. The authors applied Volet's (2001) Student Appraisal…
Descriptors: Student Attitudes, Electronic Learning, Problem Based Learning, Online Courses

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