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Atthaphon Wongla; Pinanta Chatwattana; Pallop Piriyasurawong – Journal of Education and Learning, 2025
The architecture of the computational thinking with gamified using artificial intelligence prompt engineering, or architecture of the CT platform with gamified, is a learning tool intended to promote activity-based learning that focuses on problem-solving by doing. This platform is fabricated with the combination of computational thinking process…
Descriptors: Artificial Intelligence, Gamification, Experiential Learning, Problem Solving
Simon Quick; John Lyle – Journal of Teaching in Physical Education, 2024
Psychology-based research has been a characteristic of empirical inquiry in sport coaching for over 50 years, and cognitive function is widely accepted as a fundamental component of sport coaching expertise. Within the academic literature, much empirical research on coaches' cognitions has tended to adopt retrospective approaches, such as…
Descriptors: Athletic Coaches, Team Sports, Cognitive Processes, Psychological Patterns
Reagan Helen Pearce; Michael A. Chadwick; Robert Francis – Journal of Geography in Higher Education, 2024
Transmission teaching which centres around traditional lecturing discounts the variety of different learners and individual aptitudes. Physical Geography as a discipline has historically provided a range of teaching methods beyond lecturing which embrace field and laboratory activities, frequently adapting new research technologies to further…
Descriptors: Experiential Learning, Physical Geography, Measurement Equipment, Benchmarking
Courtney, Scott A.; Armstrong, Brittany – European Journal of STEM Education, 2021
In order to promote geometric understanding, teachers frequently use hands-on activities. Such activities can be used to expound upon the declarative statements and theorems of geometry. Using a compass, straightedge, and protractor, students are able to actively build conceptions involving bisectors, midpoints, and perpendicular lines.…
Descriptors: Geometric Concepts, Thinking Skills, Art, Experiential Learning
Maphutha, Kgaladi; Maoto, Satsope; Kibirige, Israel – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The study explored the effect of the activity-based approach (ABA) on grade 11 learners' performance in solving two-dimensional (2D) trigonometric problems. A sequential explanatory design was used, starting with the quantitative, followed by the qualitative method. The experimental group (EG) and the control group (CG) were facilitated using ABA,…
Descriptors: Experiential Learning, Grade 11, Academic Achievement, Trigonometry
Jill Waity; Alicia Sellon; Bailey Williams – Journal of Effective Teaching in Higher Education, 2023
Providing students with opportunities to wrestle with and engage with messy, real-world problems can be challenging in traditional, higher education courses. However, for students in helping and applied professions, engaging with challenging problems in a supportive environment is critical to developing their skills and confidence. This paper…
Descriptors: Design, Thinking Skills, Skill Development, Experiential Learning
Tippawan Meepung – Journal of Education and Learning, 2025
This study explores the development and evaluation of a digital learning ecosystem through metaverse experiences aimed at enhancing the competencies of modern digital entrepreneurs. The objectives were as follows: (1) to study the digital learning ecosystem through metaverse experiences, (2) to design and develop a digital learning ecosystem using…
Descriptors: Electronic Learning, Ecology, Artificial Intelligence, Skill Development
Allan M. Canonigo – Mathematics Teaching Research Journal, 2025
This study investigates the interplay between student reasoning and instructional strategies in trigonometry education. A qualitative case study was conducted to examine how Grade 10 students employ various reasoning approaches -- deductive, inductive, abductive, analogical, and algorithmic -- when solving trigonometry problems. Each approach…
Descriptors: Mathematical Logic, Thinking Skills, Teaching Methods, Mathematics Instruction
Rabia Nur Öndes – International Journal of Education in Mathematics, Science and Technology, 2025
This meta-analysis study aimed to comprehensively examine the effect size of STEM practices on the development of students' problem-solving skills. By combining the results of 25 individual studies, the researchers can gain a holistic understanding of the overall impact of STEM approaches. Consequently, these studies were categorized according to…
Descriptors: Meta Analysis, STEM Education, Problem Solving, Research Reports
Nana Yaw B. Agyeman; Venessa Vela Aphane – Journal of Research Initiatives, 2025
The use of interactive learning methods is considered crucial in equipping university students with critical skills. This could successfully deal with, and address issues encountered in real-world contexts. It has been noted that most first-year university students often face challenges adjusting to university life due to their background. The…
Descriptors: Critical Thinking, College Freshmen, Thinking Skills, Skill Development
Hsin-Yu Lee; Ting-Ting Wu; Chia-Ju Lin; Wei-Sheng Wang; Yueh-Min Huang – Journal of Educational Computing Research, 2024
Science, Technology, Engineering, and Mathematics (STEM) education is essential for developing future-ready learners in both secondary and higher education levels. However, as students transition to higher education, many encounter challenges with independent learning and research. This can negatively impact their Higher-Order Thinking Skills…
Descriptors: Experiential Learning, STEM Education, Scaffolding (Teaching Technique), Barriers
Yueh-Min Huang; Wei-Sheng Wang; Hsin-Yu Lee; Chia-Ju Lin; Ting-Ting Wu – Journal of Computer Assisted Learning, 2024
Background: Virtual reality (VR) offers significant potential for hands-on learning environments by providing immersive and visually stimulating experiences. Interacting with such environments can bring numerous benefits to learning, including enhanced engagement, knowledge construction, and higher-order thinking. However, many current VR studies…
Descriptors: Computer Simulation, Feedback (Response), Reflection, Experiential Learning
Akkaya, Ali; Akpinar, Yavuz – Computer Science Education, 2022
Background and Context: Though still a nascent area of research, serious games have been presented as means of engaging students in computer programming and computational thinking due to their immersive and interactive nature. Existing research is limited in its ability to provide systems based on sound instructional design models, and only a few…
Descriptors: Experiential Learning, Educational Games, Instructional Design, Programming
Simone Jablonski – International Electronic Journal of Mathematics Education, 2023
In this article, the goal is to describe students' mathematical reasoning in the context of different settings of problem-solving tasks. The core of the tasks are real objects, which are presented to the students with the help of photos, a 3D model or in the environment itself. With reference to the experiential learning theory and relations to…
Descriptors: Problem Solving, Mathematics Education, Speech Acts, Secondary School Students
Shujun Dong; Ran Zhi; Feng Gan – European Journal of Education, 2025
As educational paradigms continue to evolve in response to technological advancements, there is growing interest in interdisciplinary approaches that bridge the gap between STEM and the arts. One such emerging area is the integration of robotics into art education, which holds the potential to enrich learning experiences and foster a range of…
Descriptors: Technology Integration, Technology Uses in Education, Art Education, Constructivism (Learning)

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