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McKnight, Lucinda; Rousell, David; Charteris, Jennifer; Thomas, Kat; Burke, Geraldine – International Journal of Qualitative Studies in Education (QSE), 2017
This paper diffracts a curriculum design workshop via online collaboration of a collective emerging from that event. Through the workshop, involving theory, conceptual art, writing, photography and curriculum planning, and the subsequent sharing of words and images, we move beyond interrogating designs for future subjects to asking how the…
Descriptors: Curriculum Design, Instructional Design, Educational Practices, Multimedia Instruction
Richard, Gabriela T. – Educational Technology, 2017
Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…
Descriptors: Video Games, Cultural Context, Design Preferences, Equal Education
Ahern, Terence C. – Journal of Educational Technology Systems, 2016
Using social media can create a rich learning environment that crosses all content areas. The key to creating this environment is for instructors and designers to match appropriate social media software with the intended learning outcome. This article describes an instructional design strategy that helps educators create learning activities that…
Descriptors: Social Media, Educational Environment, Appropriate Technology, Instructional Design
Viswanathan, Shekar – American Journal of Engineering Education, 2017
Final program projects (capstone course) in manufacturing design engineering technology at National University are intensive experiences in critical thinking and analysis, designed to broaden students' perspectives and provide an opportunity for integration of coursework in the area of manufacturing design engineering. This paper focuses on three…
Descriptors: Undergraduate Students, Manufacturing, Design, Engineering Education
Ahmadi, Reza; Saiki, Diana – Journal of Family and Consumer Sciences, 2017
Teachers are not always aware of how the classroom design influences teaching, particularly in many family and consumer sciences (FCS) classes that require studio space, such as apparel and interior design classes. The purpose of this paper is to introduce strategies to assess studio spaces that are designed for enhancement of student learning.…
Descriptors: Educational Strategies, Consumer Science, Classroom Design, Interior Design
Riggs, Shannon A.; Linder, Kathryn E. – IDEA Center, Inc., 2016
Active learning activities and pedagogical strategies can look different in online learning environments, particularly in asynchronous courses when students are not interacting with the instructor, or with each other, in real time. This paper suggests a three-pronged approach for conceptualizing active learning in the online asynchronous class:…
Descriptors: Asynchronous Communication, Online Courses, Student Participation, Active Learning
Matuk, Camillia; Gerard, Libby; Lim-Breitbart, Jonathan; Linn, Marcia – Journal of Science Teacher Education, 2016
Technology can enhance teachers' practice in multiple ways. It can help them better understand patterns in their students' thinking, manage class progress at individual and group levels, and obtain evidence to inform modifications to curriculum and instruction. Such technology is most effective when it is aligned with teachers' goals and…
Descriptors: Teacher Empowerment, Teacher Improvement, Educational Strategies, Partnerships in Education