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Kang, Younah; Lee, Keeheon – Education and Information Technologies, 2020
While Computational thinking (CT) has been adopted in various educational settings, it has not been fully utilized in entrepreneurship education. In particular, technology entrepreneurship education involves project-based learning for creating business value. To help students improve learning outcomes, we propose a new framework of…
Descriptors: Technology, Entrepreneurship, Computation, Thinking Skills
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Petrovskaya, Irina; Shaposhnikov, Sergei – Educational Research for Policy and Practice, 2020
Internationalisation of higher education implies the need to prepare students to work in a globalized and culturally diverse environment by developing adequate intercultural competences. The present study focused on the behavioural dimension of intercultural communication competence and investigated whether the short-term experience of working on…
Descriptors: Intercultural Communication, College Students, Global Approach, Interpersonal Competence
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Kahangamage, Udaya; Leung, Randolph C. K. – International Journal of Technology and Design Education, 2020
This paper presents details of remodelling of an engineering design subject to enhance students' learning outcome. The subject is offered for second year mechanical engineering undergraduates in the first semester of the academic year. The basic objective of the subject is to introduce the engineering design practice and to build up the essential…
Descriptors: Undergraduate Students, Engineering Education, Design, Student Projects
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Roberts, Dustyn; Buckley, Jenni – Advances in Engineering Education, 2020
The Design Studio is an academic makerspace, housed in the Mechanical Engineering Department at University of Delaware, that was co-developed through a multi-year, grassroots effort by the department and its undergraduate study body. It originated in 2012 in a small, under-utilized study room and evolved in stages into its present form as a 5,500…
Descriptors: Undergraduate Students, Engineering Education, Design, Shared Resources and Services
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Lowell, Victoria L.; Moore, Robert L. – TechTrends: Linking Research and Practice to Improve Learning, 2020
Integrating authentic learning opportunities into online courses can be particularly challenging. These challenges have contributed to a lack of examples (i.e., case studies) of how online instructors have successfully integrated authentic learning into their courses (Vo et al. 2018). This article fills this gap by describing the process of…
Descriptors: Skill Development, Online Courses, Instructional Design, Authentic Learning
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Foos, Adrienne E. – Journal of Instructional Pedagogies, 2020
This paper details an experiential influencer marketing project in which students acted as micro-influencers to develop and promote their personal brands using social media accounts and blogs. Students reflected on their strategic decisions and performance in six weekly Slack posts. The pre-launch preparation, along with students' successes,…
Descriptors: Social Media, Marketing, Student Projects, Experiential Learning
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Rippé, Cindy B. – Marketing Education Review, 2020
Educators can foster the engagement of Generation Z students by leveraging their passions for social issues and collaboration. This article describes a marketing project, including the planning, promotion, and implementation of a campus-wide Canned Food Drive that culminated in a Canned Food Statue Contest securing more than 2,000 cans for…
Descriptors: Age Groups, Natural Disasters, Weather, Student Projects
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Konrad, Theres; Wiek, Arnim; Barth, Matthias – International Journal of Sustainability in Higher Education, 2020
Purpose: Advanced skills in communication, teamwork and stakeholder engagement are widely recognized as important success factors for advancing sustainability. While project-based learning formats claim to advance such skills, there is little empirical evidence that demonstrates how interpersonal competence is being developed. This study aims to…
Descriptors: Sustainability, Conflict, Interpersonal Competence, Courses
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Tawfik, Andrew A.; Graesser, Arthur; Love, Jenee – Technology, Knowledge and Learning, 2020
Researchers suggest that solving ill-structured problems using project-based learning approaches is one way to engender STEM learning outcomes. However, project based learning poses unique challenges in practice, including the translation of technical information, design of scenarios, facilitation of instruction, and management of student…
Descriptors: Active Learning, Student Projects, STEM Education, Computer Uses in Education
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Schlee, Regina Pefanis; Eveland, Vicki Blakney; Harich, Katrin R. – Journal of Education for Business, 2020
The authors compare a sample of students enrolled in business classes from 2005 to 2007 with a 2017-2018 sample of business students in terms of their attitudes toward group projects. The two cohorts of students are classified as Millennials, those born before 1995, and Generation Z, those born in or after 1995. Our analyses demonstrate…
Descriptors: Age Groups, Student Attitudes, College Students, Student Projects
Barton, Emily; Brown, Dan; Chiu, Jennifer – Educational Leadership, 2020
Tech-enhanced projects can spark student agency and deeper learning--but new research suggests that success depends on teachers' sense of efficacy and control with the technology at hand, write Emily Barton, Dan Brown, and Jennifer Chiu.
Descriptors: Educational Technology, Technology Uses in Education, Self Efficacy, Teacher Effectiveness
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Jangali, Satish G.; Gaitonde, Vinayak N. – Africa Education Review, 2020
Laboratory exercises have created benefits in student learning. Making laboratories open ended pushes students to have an independent perspective and to think harder. An open-ended experiment is where students are given the flexibility to develop their own experiments. Outcome-based education is an educational theory that bases each part of an…
Descriptors: Competency Based Education, Program Effectiveness, Student Evaluation, Scoring Rubrics
Barrett Anderson – ProQuest LLC, 2020
Media like videogames (and novels, film, music, etc.) play an important role in most people's lives, and creation and comprehension of these works benefit from critical study. Scholarly analysis of media has been facilitated by information retrieval technology, which not only saves time, but also makes it possible to ask new kinds of questions.…
Descriptors: Video Games, Student Projects, Artificial Intelligence, Information Retrieval
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Kristensen, Nanna Svarre; Bruun-Pedersen, Jon Ram; Kofoed, Lise Busk; Andreasen, Lars Birch – Journal of Problem Based Learning in Higher Education, 2021
Organizing a coherent PBL semester where courses and project work are integrated and supporting the development of both disciplinary and generic competences is difficult. In this study we investigate how integration can be supported by different IT initiatives. Applying a practice theoretical approach, inspired by Stephen Kemmis, this article…
Descriptors: Problem Based Learning, Integrated Activities, Semester System, Courses
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Holle, Maxwell J.; Miller, Michael J. – Journal of Food Science Education, 2021
The number of online courses offered by universities in America continues to increase. Due to limited direct interactions with students, these courses can struggle to promote student engagement. Food science is uniquely situated for implementation of hands-on project-based learning opportunities since basic experiments can be performed in a…
Descriptors: Curriculum Development, Asynchronous Communication, Electronic Learning, Food
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