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Kingsley, Tara L.; Grabner-Hagen, Melissa M. – Reading Teacher, 2018
Gamification uses game elements such as quests, challenges, levels, and rewards to motivate and engage students in the classroom. Given the engagement that students feel during gameplay, it is sensible to include elements of game design to motivate students and create a space for comprehensive vocabulary instruction. Designing a gamified…
Descriptors: Vocabulary Development, Vocabulary Skills, Game Theory, Curriculum Design
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
Busing, Michael E.; Palocsay, Susan W. – Journal of Education for Business, 2016
Master of business administration (MBA) programs are under intense pressure to improve efficiencies, lower tuition, and offer refreshed curriculum that is of high quality and regarded as relevant by the marketplace. In light of this environment, the authors propose a conceptual framework for effectively employing operations management (OM)…
Descriptors: Business Administration Education, Program Administration, Program Development, Program Design
Nielsen, Danielle – Business and Professional Communication Quarterly, 2018
This article addresses the importance of teaching transformative usability and accessibility concepts through the lens of disability studies in general business and professional communication courses. It argues that when students learn to analyze audiences, include diverse users, and foresee accessibility "before" the final draft because…
Descriptors: Usability, Accessibility (for Disabled), Concept Teaching, Business Administration Education
Kay, Denise; Kibble, Jonathan – Advances in Physiology Education, 2016
Shifts in educational research, in how scholarship in higher education is defined, and in how funding is appropriated suggest that educators within basic science fields can benefit from increased understanding of learning theory and how it applies to classroom practice. This article uses a mock curriculum design scenario as a framework for the…
Descriptors: Physiology, Learning Theories, Educational Practices, Curriculum Design
Barros, Joana – Journal of Geography in Higher Education, 2017
The paper proposes a strategy for designing introductory GIS modules at Birkbeck, University of London. Seven design aspects or elements (content, practical exercises, assessment, pace, mode, level of support, and level of difficulty) for tailoring modules at appropriate levels and for diversity are introduced and their application in Birkbeck's…
Descriptors: Introductory Courses, Curriculum Design, Learning Modules, Design Preferences
Bradley, Janice; Rorrer, Andrea; McKinney, Ashley; Groth, Cori – Learning Professional, 2017
What happens when a university-based education policy center uses the Standards for Professional Learning to design purposeful professional learning experiences for teachers, community members, principals, central office administrators, superintendents, and university faculty to re-engage in the meaning and creation of equitable and excellent…
Descriptors: State Standards, Educational Policy, Educational Improvement, Educational Practices
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
Marfisi-Schottman, Iza; George, Sébastien – International Association for Development of the Information Society, 2014
Mobile Collaborative Learning Games combine all the ingredients necessary to attract students' attention and engage them in learning activities. However, designing a coherent scenario that combines mobility, game mechanics and collaborative learning is quite a challenge. In this article, we take the first step by proposing several game patterns…
Descriptors: Cooperative Learning, Electronic Learning, Educational Games, Learning Activities
Rohr, Linda E.; Costello, Jane; Hawkins, Thomas – International Review of Research in Open and Distributed Learning, 2015
While the use of Twitter for communication and assessment activities in online courses is not new, it has not been without its challenges. This is increasingly true of high enrolment courses. The use of a Twitter Evaluation application which leverages a Learning Management System's (LMS's) application programming interface (API) provides a…
Descriptors: Design Preferences, Technology Integration, Curriculum Design, Online Courses
Whitehouse, Mary – School Science Review, 2014
Backward design provides a framework for curriculum planning that can be used at unit, course or school level. The approach places assessment at the heart of the planning process. In this article the ideas of backward design are outlined and their application to a current curriculum development project, York Science, is described.
Descriptors: Teaching Methods, Instructional Innovation, Instructional Design, Curriculum Enrichment
Hirumi, Atsusi – Quarterly Review of Distance Education, 2013
Advances in technology offer a vast array of opportunities for facilitating elearning. However, difficulties may arise if elearning research and design, including the use of emerging technologies, are based primarily on past practices, fads, or political agendas. This article describes refinements made to a framework for designing and sequencing…
Descriptors: Interaction, Electronic Learning, Design Preferences, Curriculum Design
Meyer, Daniel – Science Teacher, 2012
In looking at successful inquiry activities, patterns in pedagogical approach emerge (Meyer et al. 2011). This article discusses one such approach--the design challenge. A design challenge can be defined as an activity in which students are given an explicit task to create a product that meets a defined goal. However, simply asking students to…
Descriptors: Problem Solving, Creative Activities, Learning Activities, Instructional Design
Deutschmann, Mats; Panichi, Luisa – International Journal of Virtual and Personal Learning Environments, 2013
This paper presents some of the overall frameworks and models for language learning that were used under Avalon (Access to Virtual and Action Learning live ONline), an EU co-funded project aimed at developing language-learning scenarios in virtual worlds. The introduction and background summarize some of the theories that constitute the starting…
Descriptors: Virtual Classrooms, Computer Simulation, Computer System Design, Models
Phillips, Jennie – Performance Improvement, 2010
Most organizations focus on one-off training solutions to address a single workplace learning need at a single time rather than integrating learning and nonlearning interventions to help staff develop increasingly complex levels of expertise specific to their jobs. Curriculum is a long-term, integrated approach to training in which workers take…
Descriptors: Curriculum Design, Education Work Relationship, Instructional Design, Change Strategies
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