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Martin, Lee – Journal of Pre-College Engineering Education Research, 2015
The Maker Movement is a community of hobbyists, tinkerers, engineers, hackers, and artists who creatively design and build projects for both playful and useful ends. There is growing interest among educators in bringing making into K-12 education to enhance opportunities to engage in the practices of engineering, specifically, and STEM more…
Descriptors: Communities of Practice, Design, STEM Education, Engineering
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Gilbert, Jacqueline A.; Raffo, Deana M. – Journal on Excellence in College Teaching, 2015
The authors explore service-learning as a pedagogy to promote bullying prevention within schools. Specifically, they explain the preparatory experiences necessary for students in an undergraduate Experiential Learning Principles of Management course to interface with high school freshmen and the reciprocal impact that students at both levels had…
Descriptors: Bullying, Experiential Learning, Prevention, Service Learning
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Evans, A. B.; Bright, J. L.; Brown, L. J. – Sport, Education and Society, 2015
Frequently an unquestioned belief is held in British schools in the value of "normalized" ability in physical education (PE). Consequently inclusion of disabled students can be problematic. Negative perceptions of disability are rarely challenged. This study investigated the embodied experiences of 49 non-disabled secondary school pupils…
Descriptors: Foreign Countries, Secondary School Students, Team Sports, Assistive Technology
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Habok, Anita – European Early Childhood Education Research Journal, 2015
School readiness evaluations are becoming increasingly popular, and their implementation has become compulsory in an increasing number of kindergartens and schools in Hungary. In recent years, Diagnostic System for Evaluating Development (DIFER), developed by Nagy et al. has been used extensively for the diagnostic study of four- to eight-year-old…
Descriptors: Foreign Countries, Active Learning, Student Projects, Concept Mapping
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Serapiglia, Anthony – Information Systems Education Journal, 2013
Many students are entering Computer Science education with limited exposure to operating systems and applications other than those produced by Apple or Microsoft. This gap in familiarity with the Open Source community can quickly be bridged with a simple exercise that can also be used to strengthen two other important current computing concepts,…
Descriptors: Experiential Learning, Introductory Courses, Laboratories, Computer Science Education
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Denholm, John A.; Protopsaltis, Aristidis; de Freitas, Sara – International Journal of Game-Based Learning, 2013
This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, "Winning Margin" Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from…
Descriptors: Computer Simulation, Computer Games, Educational Games, Teamwork
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Gallagher, Sean; Mishra, Seema – Continuing Higher Education Review, 2013
In this article, Gallagher and Mishra state that "innovation" is in vogue in the increasingly competitive and globalized higher education landscape, particularly in the world of serving working professionals in continuing higher education. Too often, however, colleges and universities do not consider the voice of the consuming public--in…
Descriptors: Higher Education, Online Courses, Professional Continuing Education, Innovation
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Neumeyer, Xaver; Chen, Wei; McKenna, Ann F. – Advances in Engineering Education, 2013
Understanding the global, societal, environmental and economic (GSEE) context of a product, process or system is critical to an engineer's ability to design and innovate. The already packed curricula in engineering programs provide few occasions to offer meaningful experiences to address this issue, and most departments delegate this requirement…
Descriptors: Engineering Education, Teaching Methods, Manufacturing, Design
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Crenshaw, T. L. A. – IEEE Transactions on Education, 2013
Cyber-physical systems are a genre of networked real-time systems that monitor and control the physical world. Examples include unmanned aerial vehicles and industrial robotics. The experts who develop these complex systems are retiring much faster than universities are graduating engineering majors. As a result, it is important for undergraduates…
Descriptors: Robotics, Undergraduate Students, Engineering Education, Student Projects
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Robinson, Tony – Australian Journal of Outdoor Education, 2013
Outdoor Education (OE) and Experiential Education (EE) programs are becoming increasingly popular in Victorian schools. This article is derived from findings that emerged through the interpretation of case study data gathered for my doctoral thesis of a three-phased, non-residential, EE program. This interpretation process highlighted five themes,…
Descriptors: Experiential Learning, Interpersonal Relationship, Outdoor Education, Case Studies
Feiner, Mark – Independent School, 2013
The Greenwich Academy (Connecticut), an all-girls school, is more quickly characterized as traditional than as progressive. This article presents four examples of how the Academy has endeavored in recent years to make learning experiential for their students. These four areas are: (1) GAINS (Girls Advancing In STEM); (2) Fourth Grade Classroom…
Descriptors: Experiential Learning, STEM Education, Science Interests, Classroom Environment
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Andrews, Kevin B.; Lockett, Landry L. – Journal of Extension, 2013
Extension professionals can gain much-needed competencies in volunteer administration through experiential learning by participating in volunteer activities. Experiential learning is a means of behavior change that allows the individual learner to reflect on, abstract, and apply their experiences to new situations. This article expands on…
Descriptors: Experiential Learning, Learning Activities, Extension Agents, Extension Education
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Snider, Brent R.; Eliasson, Janice B. – Decision Sciences Journal of Innovative Education, 2013
This teaching brief describes a 30-minute game where student groups compete in-class in an introductory time-series forecasting exercise. The students are challenged to "beat the instructor" who competes using forecasting techniques that will be subsequently taught. All forecasts are graphed prior to revealing the randomly generated…
Descriptors: Introductory Courses, Educational Games, Prediction, Learning Activities
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Lindgren, Robb; Johnson-Glenberg, Mina – Educational Researcher, 2013
The authors describe an emerging paradigm of educational research that pairs theories of embodied learning with a class of immersive technologies referred to as "mixed reality" (MR). MR environments merge the digital with the physical, where, for example, students can use their bodies to simulate an orbit around a virtual planet. Recent…
Descriptors: Educational Research, Learning Theories, Computer Simulation, Physical Environment
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Lawson, Timothy J.; Haubner, Richard R.; Bodle, James H. – Teaching of Psychology, 2013
To help beginning psychology students understand how they are influenced by social pressures to conform, we developed a demonstration designed to elicit their conformity to a small group of students standing in the hallway before class. Results showed the demonstration increased students' recognition of their own tendency to conform, knowledge of…
Descriptors: College Students, Novices, Psychology, Introductory Courses
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