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Vicente, Aileen Joan; Tan, Tiffany Adelaine; Yu, Alvin Ray – Journal of Information Technology Education: Innovations in Practice, 2018
Aim/Purpose: This study was aimed at enhancing students' learning of software engineering methods. A collaboration between the Computer Science, Business Management, and Product Design programs was formed to work on actual projects with real clients. This interdisciplinary form of collaboration simulates the realities of a diverse Software…
Descriptors: Interdisciplinary Approach, Computer Science Education, Engineering Education, Business Administration Education
Thomas, Kelli, Ed.; Huffman, Douglas, Ed. – IGI Global, 2020
The addition of the arts to STEM education, now known as STEAM, adds a new dimension to problem-solving within those fields, offering students tools such as imagination and resourcefulness to incorporate into their designs. However, the shift from STEM to STEAM has changed what it means for students to learn within and across these disciplines.…
Descriptors: STEM Education, Art Education, Educational Change, Barriers
Doppelt, Yaron – International Journal of Technology and Design Education, 2009
Infusing creative thinking competence through the design process of authentic projects requires not only changing the teaching methods and learning environment, but also adopting new assessment methods, such as portfolio assessment. The participants in this study were 128 high school pupils who have studied MECHATRONICS from 10th to 12th grades…
Descriptors: Portfolios (Background Materials), Engineering Education, Student Projects, Class Activities

Dove, Jane – Journal of Geography in Higher Education, 1997
Describes a project whereby geography students were charged with designing an urban trail (city walk with informational markers) that would accommodate specific groups. Chosen groups included people with physical disabilities, 10-year olds, and those interested in local street art. Discusses the cognitive, psychomotor, and affective objectives of…
Descriptors: Accessibility (for Disabled), Design, Design Requirements, Experiential Learning