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Willness, Chelsea; Bruni-Bossio, Vince – Journal of Higher Education Outreach and Engagement, 2017
Integrating literature on entrepreneurial business models and community-based experiential learning, we propose a new framework to advance the practice of curriculum innovation. Grounded in principles of design thinking, the curriculum innovation canvas provides a human-centered, collaborative, and holistic platform for instructors, curriculum…
Descriptors: Curriculum Design, Curriculum Development, Design Preferences, Entrepreneurship
Pivot Learning Partners, 2013
This paper is the first in a series of working papers on change. The creation of a public education system that aspires to educate all of this nation's children is a great achievement. Yet today this bedrock American institution is at risk. The system continually falls short of its aspiration, and the achievement gap, the drop-out rate, chronic…
Descriptors: Educational Change, Change Strategies, Stakeholders, School Districts
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Roman, Harry T. – Technology and Engineering Teacher, 2013
Clothing is influenced by many factors, trends, and social happenings. Much of what is worn today had utilitarian roots in the past. In the activitiy presented in this article, students will have the opportunity to redesign clothing for new trends, in this case, the explosion of handheld electronic devices.
Descriptors: Handheld Devices, Clothing, Influence of Technology, Design Crafts
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Holley, Karri A.; Caldwell, Mary Lee – Innovative Higher Education, 2012
The relationship between doctoral students and faculty members has been identified as a key component of a successful graduate school experience. In this article, we consider the challenges inherent in designing and implementing a formal doctoral student mentoring program. By bringing together students, peer mentors, and faculty mentors, the…
Descriptors: Graduate Study, Mentors, Educational Experience, Program Design
Christie, Toni; Christie, Robin – Exchange: The Early Childhood Leaders' Magazine Since 1978, 2011
Across the mouth of the Tauranga Harbour lies a piece of paradise, Te Moutere o Matakana--Matakana Island. It is blessed with an ocean beach with white sand and a mean surf break, tidal flats, wetlands, fertile pasture, and a native and exotic forest. It is home to a maori language nest for the local children--Te Kohanga Reo o te Moutere o…
Descriptors: Barriers, Young Children, Foreign Countries, Early Childhood Education
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Francis, Sarah L.; Martin, Peggy; Taylor, Kristin – Journal of Extension, 2011
Spend Smart Eat Smart (SSES), a unique website combining nutrition and food buying education for limited resource audiences (LRAs), was revised using social marketing theory to make it more appealing and relevant to LRAs (25-40 years). Focus groups and surveys identified the needs and preferences of LRAs. Needs were cooking, basic health, and…
Descriptors: Extension Education, Focus Groups, Nutrition, Marketing
Lang, Sara – CELE Exchange, 2010
This article explores how to adopt a gender perspective in the analysis of educational facilities. It argues that social relations are influenced by the physical environment, and that social and physical aspects are often interlinked. Although difficult to measure, including a gender perspective in international research and other projects on…
Descriptors: Educational Facilities Design, Educational Facilities, Physical Environment, Sex Fairness
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Johnson, Chris – EDUCAUSE Review, 2008
The goal of this article is to draw a roadmap for designing an "ideal" virtual world for higher education, pointing decision-makers in a general direction for implementing virtual worlds and noting various barriers along the way. When using a roadmap, one can take many different paths to reach a desired destination. Similarly, institutions can…
Descriptors: Higher Education, Barriers, Virtual Classrooms, Computer System Design
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Lynch, Martin A.; Tunstall, Richard J. – Simulation & Gaming, 2008
A growing body of evidence suggests that relevant, well-designed simulations can make a valuable contribution to students' experiences in training and education and go some way toward meeting the expectations of students who have grown up with immersive, computer-mediated games. Within universities, many barriers exist that may prevent the…
Descriptors: Creativity, Educational Philosophy, Partnerships in Education, Educational Games