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M. Esther Del Moral-Pérez; Nerea López-Bouzas; Jonathan Castañeda-Fernández – Journal of New Approaches in Educational Research, 2024
Transmedia skill, derived from the process of converting films into educational games using augmented reality and artificial intelligence, involves employing various languages and mediums to adapt an original narrative to another format. This transmedia practice presents an opportunity to cultivate diverse skills in teacher training by…
Descriptors: Media Adaptation, Educational Games, Computer Simulation, Artificial Intelligence
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Vieira, Camilo; Goldstein, Molly Hathaway; Purzer, Senay; Magana, Alejandra J. – Journal of Learning Analytics, 2016
Engineering design is a complex process both for students to participate in and for instructors to assess. Informed designers use the key strategy of conducting experiments as they test ideas to inform next steps. Conversely, beginning designers experiment less, often with confounding variables. These behaviours are not easy to assess in…
Descriptors: Engineering, Design, Experiments, Student Behavior
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Ozkan, Aysen; Yildirim, Kemal – Eurasian Journal of Educational Research, 2016
Problem Statement: Drafting course is essential for students in the design disciplines for becoming more organized and for complying with standards in the educational system. Drafting knowledge is crucial, both for comprehension of the issues and for the implementation phase. In any design project, drafting performance and success are as important…
Descriptors: Drafting, Computer Assisted Design, Comparative Analysis, Engineering Education
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Tataroglu, Eylem – Educational Research and Reviews, 2016
Meta-aesthetics is the aesthetic field relating to the images of products where the conversion value, separate from the product's function, takes part directly in its value. Meta-aesthetics is among the subjects that today's art and design world must address more sensitively. This study was based on a 2009 dissertation measuring university…
Descriptors: Comparative Analysis, Aesthetic Education, Aesthetics, Fine Arts
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Ruipérez-Valiente, Jose A.; Muñoz-Merino, Pedro J.; Kloos, Carlos Delgado; Niemann, Katja; Scheffel, Maren; Wolpers, Martin – IEEE Transactions on Learning Technologies, 2016
Self-regulated learning (SRL) environments provide students with activities to improve their learning (e.g., by solving exercises), but they might also provide optional activities (e.g., changing an avatar image or setting goals) where students can decide whether they would like to use or do them and how. Few works have dealt with the use of…
Descriptors: Metacognition, Learning Processes, Case Studies, Learning Activities