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Showing 1 to 15 of 23 results Save | Export
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Furkan Kalyoncu; Hasan Karal – Education and Information Technologies, 2025
The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the "Computer Systems" subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently…
Descriptors: Computer Simulation, Technology Uses in Education, Design, Material Development
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Matthias Pepin; Maripier Tremblay; Luc K. Audebrand; Sonia Chassé – International Journal of Sustainability in Higher Education, 2024
Purpose: Business model (BM) canvases have been used in educational institutions and business incubators for over a decade to assist students and start-up entrepreneurs in developing their business projects. Given the urgency of tackling sustainability challenges, several tools have emerged to stimulate sustainable business modeling (SBM).…
Descriptors: Entrepreneurship, Sustainable Development, Business Administration Education, Business
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Torstein Bolstad; Anders Strømberg; Sven Amberg; Ida Bjørnevik – International Journal for Students as Partners, 2024
This case study describes and discusses how student-faculty partnerships can be strengthened through design thinking and the establishment of shared ignorance, i.e., an awareness of how none of the involved parties understands the problem or knows the optimum solution of the partnership project. As a case, we use a student-faculty project that…
Descriptors: Partnerships in Education, Teacher Student Relationship, Power Structure, Design
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Zhong, Hua-Xu; Lai, Chin-Feng; Chang, Jui-Hung; Chiu, Po-Sheng – International Journal of Technology and Design Education, 2023
Over the past several years, creativity has been recognized as an important skill for success in STEM education, engineering design and computational thinking. There is limited research on how to apply Conceive, Design, Implement, Operate (CDIO) engineering design in STEM courses and how it affects students' creativity. This study strategically…
Descriptors: Creativity, Instructional Materials, Material Development, STEM Education
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Oflaz, Gülçin – Educational Policy Analysis and Strategic Research, 2023
If chosen carefully according to teaching purposes and incorporated into the curriculum, games can enhance teaching and learning. The use of didactic games while teaching maths can support students' motivation and performance during the lesson. Therefore, educational games should be preferred in maths classes as an alternative teaching method. In…
Descriptors: Educational Games, Preservice Teachers, Mathematics Teachers, Models
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Tomita, Kei – Educational Technology Research and Development, 2022
Despite the recognized importance of emotion in learning (Kim and Pekrun in Handbook of research on educational communications and technology, 4th ed., Springer, pp. 65-75, 2014), instructional material design research primarily focuses on cognition, tending to ignore the affective dimension (Brom et al. in Educ Res Rev 25:100-119, 2018). To…
Descriptors: Design, Emotional Response, Learning Processes, Material Development
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Yunus, Muhammad; Amirullah, Amirullah; Safiah, Intan; Ridha, Syahrul; Suartama, I Kadek – Cypriot Journal of Educational Sciences, 2022
This study aims to develop an online-based collaborative project learning model design that can improve students' abilities in developing teaching materials. The method used is research and development. Data collection instruments are questionnaires and rubrics. Data analysis used descriptive statistics. The validation test used the individual…
Descriptors: Instructional Materials, Material Development, Student Developed Materials, Cooperative Learning
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Esterhuizen, Joshua; Drevin, Günther; Snyman, Dirk; Drevin, Lynette – International Association for Development of the Information Society, 2022
Education is shifting towards a more technology focused mode of delivery, or at least combining technology use with standard methods. A potential effect of this could be the introduction and use of games in classrooms. This study looks at the possibility of adapting various domains of knowledge into digital games referred to as serious games. The…
Descriptors: Gamification, Educational Games, Game Based Learning, Technology Uses in Education
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Bauer-Marschallinger, Silvia – Journal for the Psychology of Language Learning, 2020
Although many studies have investigated students' perspectives towards Content and Language Integrated Learning (CLIL), few studies have actively involved learners when creating research-based materials. The scarcity of such studies also stems from the limited number of research projects that operationalize scientific insights for classroom…
Descriptors: Content and Language Integrated Learning, Instructional Materials, Interdisciplinary Approach, Student Developed Materials
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Greenstein, Steven; Fernández, Eileen – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2023
Access to maker technologies has catalyzed and amplified the possibilities for creating physical materials that are responsive to the needs of students. Opportunities for design and fabrication of original mathematics manipulatives have been incorporated into the teacher education program at Montclair State University. Participating preservice…
Descriptors: Mathematics Instruction, Teaching Methods, Case Studies, Instructional Materials
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Jones, Wayne; McKeown, Kara; Littlewood, Suzanne – ELT Journal, 2022
While there are a variety of reasons for implementing English medium instruction (EMI) at higher-education institutions (HEIs) worldwide, this decision is often made without consideration of its potential impact on student learning. Federal HEIs in the United Arab Emirates (UAE) are no exception. With English language admission standards at…
Descriptors: Higher Education, Language of Instruction, Second Language Learning, Second Language Instruction
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Akuom, Denish; Greenstein, Steven; Fernández, Eileen – North American Chapter of the International Group for the Psychology of Mathematics Education, 2022
In this proposal, we share research that explores the potential benefits of a novel Making experience within mathematics teacher preparation that we hypothesized would inform the pedagogical and curricular thinking of prospective teachers of elementary mathematics (PMTs). That experience had PMTs exploring at the intersection of content, pedagogy,…
Descriptors: Mathematics Instruction, Mathematics Teachers, Teacher Education Programs, Preservice Teachers
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Pedgley, Owain; Rognoli, Valentina; Karana, Elvin – International Journal of Technology and Design Education, 2016
An important body of research has developed in recent years, explaining ways in which product materials influence user experiences. A priority now is to ensure that the research findings are adopted within an educational context to deliver contemporary curricula for students studying the subject of materials and design. This paper reports on an…
Descriptors: Media Selection, Design, Active Learning, Research Design
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Amin, Mohammad; Andayani; Nurkamto, Joko; Setiawan, Budhi; Ngadiso – Anatolian Journal of Education, 2018
This research aims to describe the condition of learning media for writing expositions in accordance with the needs of teachers and students, the development of VCD learning media for writing expository texts using a scientific approach, and to test the effectiveness of VCD learning media for the expository writing using a scientific approach at…
Descriptors: Educational Media, Material Development, Expository Writing, High School Students
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Hsiao, Shih-Wen; Wang, Ming-Feng; Chen, Chien-Wie – International Journal of Technology and Design Education, 2017
Creativity is a critical aspect of competitiveness in all trades and professions. In the case of designers, creativity is of the utmost importance. Based on the perspective of industrial design, the relationship between creativity and time pressure was investigated in this study using control and experimental groups. In the first part of the…
Descriptors: Creativity, Time Management, Stress Variables, Industrial Arts
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