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G. Mauricio Mejía; Yumeng Xie; Luca Simeone; Stephanie Tomlin – International Journal of Art & Design Education, 2025
As design becomes more oriented towards strategy, services and systems, design learning is no longer something apprentices can develop only with masters' input and critique. Further, the experimentation and reflection commonly occurring inside studio-based education is insufficient. Real-world or live projects offer an alternative to learning…
Descriptors: Design, Art Education, Strategic Planning, Skill Development
Emel Birer; Esin Hasgül; Elif Gizem Metin – International Journal of Art & Design Education, 2025
Design education includes many pursuits that deal with creativity, thinking and visual communication techniques in the learning process. This study aims to create a participatory learning algorithm based on a location, while measuring the spatial impact through an emergent situation. The exemplified issue is determined as fire that emerged due to…
Descriptors: Design, Algorithms, Climate, Environmental Education
P. Hariharasakthisudhan; K. Logesh; K. Sathickbasha; Sathish Kannan – Discover Education, 2025
This study presents a structured hybrid framework integrating Design Thinking (DT), the Conceive-Design-Implement-Operate (CDIO) methodology, and Root Assessment (RA) to enhance project-based learning (PBL) in engineering education. The framework addresses limitations in conventional PBL by embedding iterative ideation, structured engineering…
Descriptors: Student Projects, Active Learning, Design, Decision Making
Connie Svabo, Editor; Michael Shanks, Editor; Chunfang Zhou, Editor; Tamara Carleton, Editor – Contributions from Science Education Research, 2025
This edited volume is an invitation to redesign STEM higher education. It shows the way to active learning in diverse scenarios and provides educators, leaders and policymakers with a visionary approach to active learning and hands-on examples of how education can help students navigate complexity and unpredictability--the challenges of…
Descriptors: STEM Education, Active Learning, Higher Education, Learning Strategies
Bo Kelestyn; Jess Humphreys – Perspectives: Policy and Practice in Higher Education, 2025
Institutional approaches to co-creation are shifting away from directive methods to more active and participatory design approaches. New tools for problem solving such as design thinking are becoming increasingly popular in universities. Leveraged incorrectly, they often risk excluding parts of the community. Effective implementation requires more…
Descriptors: Design, Thinking Skills, Guidelines, College Faculty
Nikola Luburic; Jelena Slivka; Luka Doric; Simona Prokic; Aleksandar Kovacevic – Education and Information Technologies, 2025
Project-based learning (PBL) is a learning technology praised for its ability to grow domain-specific and domain-general skills and related knowledge and attitudes. However, consistently designing effective PBL experiences is challenging, primarily due to the lack of instructor support and guidance for designing PBL experiences aligned with…
Descriptors: Computer Software, Computer Uses in Education, Engineering Education, Active Learning
Anastasia M. Schauer; Jessie Liu; Christopher Saldaña; Katherine Fu – International Journal of STEM Education, 2025
Background: Even among women who persist in the gender-imbalanced engineering fields, women on engineering design teams tend to take on non-technical roles. Understanding the mechanisms that inform this phenomenon is important for encouraging more women in STEM in order to close the gender gap. Although factors such as self-efficacy, task…
Descriptors: Sex Stereotypes, Engineering Education, Gender Issues, Design
Nathan Mentzer; Elnara Mammadova; Adrie Koehler; Lakshmy Mohandas; Shawn Farrington – Educational Technology Research and Development, 2025
During COVID, HyFlex gained popularity and became a "new normal" that educators need to consider as an effective instructional approach. Previous research offers conflicting findings related to the impact of HyFlex instruction on students' basic psychological needs and academic performance. Our investigation provides insight into a…
Descriptors: Psychological Needs, Academic Achievement, Pandemics, COVID-19
Baichang Zhong; Xiaofan Liu; Shuiyan Huang – Technology, Pedagogy and Education, 2025
While pair learning (PL) is considered a potential method in STEM education including robotics education (RE), the question of how to pair students for superior learning effects remains. Current grouping strategies for PL in RE are constrained by fixed grouping (FG) and short of attention to dynamic grouping (DG). Therefore, this study aims to…
Descriptors: Robotics, Cooperative Learning, Comparative Analysis, Computer Science Education
Ian G. Anson – Journal of Political Science Education, 2025
In the modern American politics classroom, ideological and partisan conflict have the capacity to interfere with a healthy classroom environment. This problem is increasingly apparent when students engage questions at the heart of U.S. Constitutional design. By asking students to inhabit fictional roles with preferences and attitudes that may…
Descriptors: Constitutional Law, Design, Classroom Environment, Politics
Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
Jami Cotler; Eszter Kiss; Dmitry Burshteyn; Megan Hale; Amani Walker; John Slyer – Information Systems Education Journal, 2025
Developing empathy skills is crucial for software developers to create user-centric solutions and design exceptional user experiences addressing the diverse needs of customers. This paper presents the findings of a quasi-experimental study that aimed to enhance empathy among computer science students through the exposure of two interventions…
Descriptors: Computer Software, Empathy, Inclusion, Skill Development