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Showing 1 to 15 of 89 results Save | Export
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Eva Oller; Marta Peña; Noelia Olmedo-Torre – Journal of Technology and Science Education, 2024
The application of Project-Based Learning (PBL) in a Reinforced Concrete course through the development of a real-life civil engineering project from its conception, as a coursework, is a challenged experience for students. As long as the coursework evolves, students develop real ways to think as an engineer and they work in an environment similar…
Descriptors: Active Learning, Student Projects, Civil Engineering, Construction (Process)
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Roberto Duran-Novoa; Felipe Torres – Journal of Technology and Science Education, 2024
Problem-solving is at the core of engineering design, being fundamental for systematic innovation. During their education, students are taught numerous methods and tools, despite that literature shows debatable results regarding their real impact. Consequently, this study aims to quantify the relative impact of design methods on undergraduate…
Descriptors: Problem Solving, Undergraduate Students, STEM Education, Engineering Education
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Yulianti, Ina; Hamidah, Ida; Komaro, Mumu; Mudzakir, Ahmad; Alias, Maizam – Journal of Technology and Science Education, 2021
The rapid development of technology and information has influenced students' learning styles and has led to a shift in information seeking from printed books to e-books. This study aims to measure students' knowledge and skills, attitude, and website knowledge competency on the ionic liquid material. The study involved 47 students of the Diploma…
Descriptors: Web Based Instruction, Chemical Engineering, Experiential Learning, College Students
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Aura Hernàndez-Sabaté; Lluís Albarracín; Oriol Ramos; Debora Gil; Carles Sánchez; Enric Martí – Journal of Technology and Science Education, 2024
Computer engineering students should develop competences related to the contents of databases design and SQL queries. For this purpose, the recommendations on the convenience of changing the traditional teaching methodology to the flipped classroom are followed. In this article we present a quantitative study in which we compare the potential for…
Descriptors: Engineering Education, Flipped Classroom, Databases, Conventional Instruction
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Bienvenido-Huertas, David; Rubio-Bellido, Carlos; León-Muñoz, Miguel Ángel – Journal of Technology and Science Education, 2023
Gamification is increasingly used for better content assimilation. However, it is hardly used in theoretical and technical courses related to building and architecture. This study focuses on assessing the use of gamification with Kahoot! to arouse students' interest and to ease content assimilation. Experimentation was undertaken during the…
Descriptors: Instructional Effectiveness, Audience Response Systems, College Students, Engineering Education
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Ernesto Pacheco-Velazquez; Virginia Rodés; David Salinas-Navarro – Journal of Technology and Science Education, 2024
This study investigates the impact of game-based learning (GBL), an increasingly popular educational approach, on the development of self-directed learning (SDL) skills in complex scenarios, particularly in undergraduate logistics education. A key component of the three year study is LOST (Logistics Education Simulator), a serious game platform,…
Descriptors: Skill Development, Game Based Learning, Undergraduate Students, Foreign Countries
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Núñez-Pacheco, Rosa; Turpo-Gebera, Osbaldo; Barreda-Parra, Aymé; Vidal, Elizabeth; Castro-Gutierrez, Eveling; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
The use of video games has increased exponentially worldwide, mainly among the youth population. The main objective of this article is to evaluate the consumption habits and motivations of engineering students to play video games. To this end, an instrument to measure the use of video games and a scale of motivations were administered to 633…
Descriptors: Student Motivation, Video Games, Engineering Education, College Students
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Navarro Jover, José Manuel – Journal of Technology and Science Education, 2021
This study was carried out on first-year engineering students in the subject of technical drawing, an eminently practical subject that requires the continuous development of spatial vision and also that students should devote time and effort to it from the very beginning. For the study we designed an auto-feedback activity to be applied to the…
Descriptors: Automation, Feedback (Response), Academic Achievement, College Freshmen
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Abushammala, Mohammed F.M. – Journal of Technology and Science Education, 2019
Teaching Project Management module to undergraduate students is important and has been globally considered in multiple academic disciplines by many higher institutions. Students in undergraduate level encounter difficulty in understanding the topic of project management since there have no prior knowledge before the course. This paper aimed to…
Descriptors: Blended Learning, Program Administration, Undergraduate Students, Engineering Education
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Willans, Ninfa; Galvan-Fernandez, Cristina – Journal of Technology and Science Education, 2022
The academic performance of our students is being presented as a permanent challenge for the academy due to its complex directly associated with the results of learning. So then, it originates the question: do academics' methodological innovation efforts impact academic performance? To answer this question, we present the results taken from these…
Descriptors: Educational Change, Electronic Learning, In Person Learning, Engineering Education
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Krishna Kumar – Journal of Technology and Science Education, 2023
This paper presents a reflective analysis of a novel approach to Problem-Based Learning (PBL) to teach abstract concepts in a large-class setting, specifically tailored for a third-year required undergraduate course, "Introduction to Geotechnical Engineering." The primary objective is to enhance student engagement and learning outcomes…
Descriptors: Engineering Education, Teaching Methods, Learner Engagement, Abstract Reasoning
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Paulo Roberto Weingärtner-Junior; Natalia Piedemonte-Antoniassi; Vitor Ferreira-Bindo; Guilherme Frederico Bernardo-Lenz e Silva – Journal of Technology and Science Education, 2024
To meet a Brazilian guideline for engineering courses, which advocates the use of active learning in applied disciplines, this research studies new students entering an Engineering course at an important university in Brazil. It was applied to them a traditional MTBI (Myers-Briggs Type Indicator) questionary with the aim of finding out if there is…
Descriptors: Foreign Countries, College Freshmen, Engineering Education, Self Concept
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Soeprijanto, Soeprijanto; Diamah, Aodah; Rusmono, Rusmono – Journal of Technology and Science Education, 2022
This study aimed to determine the direct and indirect effects of digital literacy, self-awareness, career planning on student achievement of prospective teachers of education and technical and vocational training (TVET). This type of research is ex post facto with quantitative data. The method used was comparative causal differential with path…
Descriptors: Technological Literacy, Metacognition, Career Planning, Engineering Education
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Lluch-Molins, Laia; Balbontin-Escorza, Francis Yorka; Sullivan-Campillay, Nelida – Journal of Technology and Science Education, 2022
This contribution presents the pedagogical design of a subject through gamified activities supported by technological tools in which the integration of two key subjects of the Civil Industrial Engineering career were implemented, which are operational research and project evaluation. In addition, the results of the satisfaction and learning…
Descriptors: Cooperative Learning, Student Motivation, Gamification, Engineering Education
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Núñez-Pacheco, Rosa; Espinoza-Montoya, Claudia; Yucra-Quispe, Liz-Marjorie; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to…
Descriptors: Video Games, Game Based Learning, Engineering Education, Student Attitudes
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