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Showing 1 to 15 of 49 results Save | Export
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Scott Bartholomew; Jessica Yauney; Nathan Mentzer; Scott Thorne – International Journal of Technology and Design Education, 2024
Classroom research has demonstrated the capacity for significantly influencing student learning by engaging students in evaluation of previously submitted work as an intentional priming exercise for learning; we call this experience "Learning by Evaluating" (LbE). Expanding on current LbE research, we set forth to investigate the impact…
Descriptors: Priming, Stimuli, Learning Activities, Teaching Methods
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José Miguel Blanco; César Domínguez; Arturo Jaime; Imanol Usandizaga – Educational Technology Research and Development, 2024
Teaching and learning methods that are related to student-generated content (SGC) seem a promising strategy for including sustainable development goals (SDGs) in education (established as a fundamental cornerstone in the achievement of these goals by the United Nations). This paper describes the inclusion of SDGs through the implementation of…
Descriptors: Sustainability, Computer Science Education, Student Developed Materials, Web Sites
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Jamal, Aneesa; Jamal, Abubakr Mohammed; Yusof, Sanitah Mohd – Journal of Creative Behavior, 2023
Project-Based Learning (PBL) is inherently creative. But little is known about children's process of creativity during a PBL experience or how PBL supports the creative process. This qualitative study explores 14 Indian schoolchildren's creative journey during a book-authoring PBL program. Transcripts for the structured interviews, assignments,…
Descriptors: Foreign Countries, Indians, Metacognition, Creativity
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Yunus, Muhammad; Amirullah, Amirullah; Safiah, Intan; Ridha, Syahrul; Suartama, I Kadek – Cypriot Journal of Educational Sciences, 2022
This study aims to develop an online-based collaborative project learning model design that can improve students' abilities in developing teaching materials. The method used is research and development. Data collection instruments are questionnaires and rubrics. Data analysis used descriptive statistics. The validation test used the individual…
Descriptors: Instructional Materials, Material Development, Student Developed Materials, Cooperative Learning
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Kok-Sing Tang; Felicity McLure; John Williams; Catherine Donnelly – Australian Educational Researcher, 2024
Research in STEM education has focussed on integrated STEM projects that combine knowledge and skills across science, technology, engineering, and mathematics. These integrated STEM projects are typically designed by teachers or researchers addressing a limited range of topics that do not always cater well to the diversity of interest among…
Descriptors: STEM Education, High School Students, Grade 10, Grade 9
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Jeremiah Clabough; Timothy Lintner; Caroline Sheffield; Alyssa Whitford – Research Issues in Contemporary Education, 2024
In this article, the authors focus on a one-week research project examining Frederick Douglass's civic actions to challenge racial discrimination African Americans faced before and after the U.S. Civil War. Our one-week research project was implemented at a free public charter school in amid-sized Southern city. Our project connects to the…
Descriptors: Grade 6, History Instruction, United States History, African Americans
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Werth, Eric; Williams, Katherine – Open Praxis, 2021
Students acting as co-creators of academic material is growing in popularity as a pedagogical approach in higher education. With student engagement and persistence consistently being emphasized for student and institution well-being, educational praxis must foster engaged, high-retention student cohorts. This exploratory research uses a…
Descriptors: Student Satisfaction, Student Motivation, College Freshmen, First Year Seminars
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Hagge, Julia – Technology, Knowledge and Learning, 2018
Full participation in the twenty-first century requires the skills, strategies, and dispositions necessary to adapt to changing technologies influencing all aspects of life. Online programming communities provide a space for youth to create, collaborate, and share as they engage in computational participation. A recent development in the digital…
Descriptors: Early Adolescents, Computer Science Education, Programming, Communities of Practice
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Downie, Jonathan; Morton, Jonathan A. S.; McCoustra, Martin R. S. – Physics Education, 2017
The Bright Lights: Big Experiments! public engagement project enabled high school students Scottish S2 to prepare a short, 5 min video using their own words and in their own style to present a scientific experiment on the theme of light to their contemporaries via YouTube. This paper describes the various experiments that we chose to deliver and…
Descriptors: Foreign Countries, High School Students, Science Experiments, Light
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Wilson, Matthew Charles – Journal of Political Science Education, 2018
This article describes a lesson plan that harnessed students' abilities to generate new teaching material by constructing country timelines. This involved "crowdsourcing," or the reliance upon task inputs from a large number of people to acquire information. The plan was motivated by an approach that conceives of learning as deriving…
Descriptors: Student Developed Materials, Independent Study, Active Learning, Political Science
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Seow, Poh-Sun; Pan, Gary – e-Journal of Business Education and Scholarship of Teaching, 2018
Educators consider the video learning approach an effective method to deliver educational content as compared to the traditional method of books and written materials. This paper presents a project that involves student-generated videos to teach internal control in an undergraduate accounting information systems course. The survey results show…
Descriptors: Video Technology, Business Administration Education, Student Developed Materials, Undergraduate Students
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Zhan, Wei; Wang, Jyhwen; Vanajakumari, Manoj; Johnson, Michael D. – Advances in Engineering Education, 2018
This paper discusses an initiative called Product Innovation and Development (PID) that was launched at Texas A&M University. The goal of PID is to create a high impact learning environment that focuses on innovative product development. Undergraduate students are hired to develop innovative new products. The student teams generate ideas for…
Descriptors: Engineering Technology, Educational Environment, Undergraduate Students, Innovation
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Tucker-Raymond, Eli; Gravel, Brian E.; Kohberger, Kaitlin; Browne, Kyle – Journal of Adolescent & Adult Literacy, 2017
This article presents results from developing and applying an initial analytic frame for observing and explaining literacy practices in making activities. It describes literacy-related themes that emerged when the framework was applied. These themes are discussed within the making process of fabrication, one of a number of goal-directed stages of…
Descriptors: STEM Education, Learning Activities, Student Developed Materials, Active Learning
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Romero, Margarida; Arnab, Sylvester; De Smet, Cindy; Mohamad, Fitri; Minoi, Jacey-Lynn; Morini, L. – Electronic Journal of e-Learning, 2019
We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research,…
Descriptors: Foreign Countries, Game Based Learning, Design, Cooperative Learning
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Chand, Vijaya Sherry; Deshmukh, Ketan Satish – Education & Training, 2019
Purpose: The difficulties higher education institutions in developing countries face in finding adequate and relevant onsite student internship opportunities make a case for online internships. The purpose of this paper is to present an online internship model, developed over a two-year period, which challenged students to engage in…
Descriptors: Undergraduate Students, Internship Programs, Developing Nations, Student Projects
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