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Renata Kuba; Allan Jeong – Journal of Visual Literacy, 2024
This study examined the visual design processes and strategies used by design experts and non-design college students when composing an infographic. All participants created an infographic on a personal computer and were asked to think aloud as they performed the task. The goal was to identify differences in the strategies utilised to produce…
Descriptors: College Students, Visual Aids, Computer Graphics, Design
Renata Kuba – ProQuest LLC, 2023
This study examines the visual design processes and strategies used by graphic design experts and non-design college students when applying visual design principles to compose an infographic. The focus is on the visual design stage, often reported as challenging for adult and young students (e.g., Fragou & Papadopoulou, 2020; O'Mahony et al.,…
Descriptors: College Students, Visual Aids, Expertise, Computer Graphics
Paula Marcelle; Okan Arslan; Aishat Balogun; Monalisa Dash – Journal of Visual Literacy, 2024
The purpose of this paper is to examine how infographics are used in the dynamics of designing or creating in the teaching and learning process. Utilising a bibliometric approach and content analysis, we examined a sample of 760 documents from the Web of Science and Scopus databases with no lower time limit until November 2023. The analyses aimed…
Descriptors: Visual Literacy, Computer Graphics, Visual Aids, Visual Learning
Frederick R. Missel; Jeremy V. Ernst; Daniel P. Kelly; Erik Schettig; Aaron C. Clark – Technology and Engineering Teacher, 2023
For students to gain the most out of education, they need to form long-term memories from experiences gained through active learning. The greatest distinction between active learning and traditional approaches involves the types of tasks and problems the students are challenged to solve. Active learning activities should be structured with student…
Descriptors: Active Learning, Engineering Education, Computer Graphics, Design
Sanna, Andrea; Manuri, Federico; De Pace, Francesco; Valpreda, Fabrizio; Fornaro, Claudio – IEEE Transactions on Learning Technologies, 2022
Design and computer graphics curricula for tertiary education include 3-D modeling skills. Students must learn to represent (complex) 3-D objects by means of parametric surfaces or polygonal meshes. Three-dimensional modeling may be a complex task, and students must be able to accrue a certain deal of experience in the field before passing the…
Descriptors: Design, Computer Graphics, Higher Education, Geometric Concepts
Anne C. Pivonka; Laura Makary; Colin M. Gray – International Journal of Technology and Design Education, 2024
Design students must develop competence in a wide range of areas in order to be successful in their future practice. Increasingly, knowledge of design methods is used to frame both a designer's repertoire and their overall facility as a designer. However, there is little research on how students build cognitive schema in relation to design methods…
Descriptors: Design, Figurative Language, Schemata (Cognition), Teaching Methods
Richter, Christoph – Ethnography and Education, 2020
This article explores the ways aesthetic practices and emerging digital technologies are entangled in the practices of industrial designers. Despite the increased interest in the socio-materiality of aesthetic practices, the conception of the materiality and historicity of digital artefacts remains an open issue. It is suggested that the concept…
Descriptors: Freehand Drawing, Computer Graphics, Aesthetics, Information Technology
Adzmi, Mohd Hafnidzam; Ishak, Zahari; Ladin, Che Aleha – Asian Journal of University Education, 2022
Analogical thinking is one of the thinking processes that is associated with creativity. This paper explores how it is experienced in Graphic Design elaborations using Computer Graphic Technology (CGT). Data are collected through concurrent and retrospective probing from three undergraduates and analysed through phenomenological reduction to…
Descriptors: Thinking Skills, Computer Graphics, Correlation, Creativity
Coskun, Tugra Karademir; Deniz, Gül Fidan – International Journal of Technology and Design Education, 2022
In this study, the contribution of the 3D computer modeling to the twenty-first century's common competencies was evaluated from the perspective of secondary school students. The one-group post-test only design was used in the study. The instruments of the data collection process were an achievement test and a questionnaire developed by the…
Descriptors: 21st Century Skills, Secondary School Students, Educational Technology, Computer Graphics
Šafranko, Silvija; Živkovic, Pavo; Stankovic, Anamarija; Medvidovic-Kosanovic, Martina; Széchenyi, Aleksandar; Jokic, Stela – Journal of Chemical Education, 2019
This work combines laboratory quantitative analysis of colored solutions and common devices for digital imaging (digital or web cameras or mobile phones, i.e., smartphones). ColorX software, specially designed for this study, was used for data collection and analysis in order to calculate concentrations of colored solutions from measured RGB…
Descriptors: Computer Graphics, Science Laboratories, Laboratory Experiments, Color
Pando Cerra, Pablo; Fernández Álvarez, Humberto; Busto Parra, Bernardo; Iglesias Cordera, Paula – Journal of Educational Computing Research, 2022
Game-Based Learning (GBL) is increasingly widespread as a learning technique in the engineering studies. However, this innovative methodology may be difficult to incorporate in some subjects due to their complex contents. This paper aims at combining traditional learning methodologies with game mechanics by using an ad-hoc gaming web environment…
Descriptors: Academic Achievement, Game Based Learning, Information Technology, Teaching Methods
Crolla, Kristof; Hodgson, Paula; Ho, Angel Wai Yuk – International Journal for the Scholarship of Teaching and Learning, 2019
Post-digital architectural education aims to empower future architects by developing open-mindedness and technical skills for the design of non-standard spatial configurations. Students can learn through exploration and experimentation, using three-dimensional graphic design software to generate initial designs and quality feedback, with a mixed…
Descriptors: Foreign Countries, Architectural Education, Computer Software, Computer Graphics
González-Yebra, Óscar; Aguilar, Manuel A.; Aguilar, Fernando J.; Lucas, Manuel – Education Sciences, 2019
This study presents the main advances made in recent years by an innovative teaching group at the University of Almeria, who are attempting to incorporate alternative spaces for teaching--learning interaction. This group is developing a new line of study to obtain the main vectors for creating an accessible 3D virtual campus on the Second Life…
Descriptors: Synchronous Communication, Distance Education, Student Satisfaction, Virtual Classrooms
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Rank, Allison D.; Mushtare, Rebecca; Tylock, Angela R.; Huynh, Christy – Journal of Higher Education Outreach and Engagement, 2019
During the 2016 election season, the authors--a collection of staff, faculty, and students at a rural, four-year comprehensive college--piloted a new format for a student-driven, campus-wide, nonpartisan voter mobilization campaign anchored in a political science course and supported by a credit-bearing internship and advanced graphic design…
Descriptors: Voting, Interdisciplinary Approach, Service Learning, Program Implementation
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