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Dabae Lee; Jozenia T. Colorado-Resa; Yeol Huh – TechTrends: Linking Research and Practice to Improve Learning, 2025
This developmental study explores the process and outcomes of creating an active learning classroom within a higher education setting. To support student success, institutions have increasingly redesigned their learning spaces to promote active learning. Early initiatives often aimed to facilitate collaborative learning and reduce reliance on…
Descriptors: Higher Education, Active Learning, Classroom Environment, Classroom Design
Sarah T. Zipf; Leqi Li; Gala Campos Oaxaca; Crystal M. Ramsay – Innovative Higher Education, 2025
Historically, classrooms have utilized stationary furniture, facing front toward a centralized instructor position, and limiting student-to-student interactions. Such classrooms often stem from design processes that tend to focus on building codes and feedback from investors, architects, and planners, which leaves little input from instructors and…
Descriptors: Inclusion, Classroom Environment, Classroom Design, Space Utilization
Hettithanthri, Upeksha; Hansen, Preben; Munasinghe, Harsha – International Journal of Technology and Design Education, 2023
The architectural design process is a unique process that has its inherent phases with specific activities within. Exploring and identifying the real design process which occurs within the conventional design studio is the key focus of this study. This study was carried out by adopting systematic literature review methodology. The most relevant…
Descriptors: Architecture, Building Design, Studio Art, Models
Yiming Ma; Flore Vallet; Bernard Yannou; François Cluzel – European Journal of Engineering Education, 2023
Serious games (SGs) offer an engaging format for teaching industrial engineering (IE) methodologies. IE methodologies involve people following a process in a set of conditions to design, improve and install systems, which are easily scripted into gameplay. The scholarship has proposed co-design approaches for teachers and SG designers. However,…
Descriptors: Engineering, Computer System Design, Cooperation, Expertise
Afra Çalik; Ali Sen; Zeynep Aydin; Ercan Altug Yilmaz – International Society for Technology, Education, and Science, 2023
Gamification is an approach that solves real-life motivational problems with game design techniques by target a long-term behavioral change in participants. However, the application models in gamification design are limited and lack a holistic approach in scope. While existing models may seem sufficient on their own, they tend to focus on certain…
Descriptors: Gamification, Behavior Change, Holistic Approach, Design Requirements
Brian Alvin Hananto – International Journal of Designs for Learning, 2024
Project-based learning is an effective method for students' learning design. For the "Graphic Design for Interactive Entertainment" elective course, the author uses project-based learning to teach UI and UX design to Universitas Pelita Harapan's Visual Communication Design Department students. For the project, the author designed a game…
Descriptors: Foreign Countries, Communications, Design, Active Learning
Anna Koumara; Michael Bakaloglou; Hariton M. Polatoglou – World Journal of Education, 2024
Eleven high school students participated in a one-week STEM summer camp focused on designing and building parachutes to deliver fragile objects safely. Using the Engineering Design Process (EDP) as a framework, students explored how canopy size affects performance. They applied physics concepts such as terminal velocity, forces, and acceleration,…
Descriptors: Foreign Countries, High School Students, Summer Science Programs, Physics
Xinyuan Zeng; Prasert Ruannakarn – Higher Education Studies, 2023
China's elderly population is on the rise, and there is a growing need for improved education for professionals in geriatric health care and management. "Age-Friendly Interior Design" is a mandatory component of the curriculum for students majoring in aged care and management. Problem-Based Learning (PBL) has been introduced as an…
Descriptors: Problem Based Learning, Foreign Countries, Geriatrics, Teaching Methods
Oleson, Alannah; Wortzman, Brett; Ko, Amy J. – ACM Transactions on Computing Education, 2021
Design is a distinct discipline with its own practices, tools, professions, and areas of scholarship. However, practitioners from other fields often leverage aspects of design in their own work, leading to subfields like engineering design and architecture design that are neither wholly design nor wholly the intersecting discipline. Similarly,…
Descriptors: Elementary Secondary Education, Computer Science Education, Design, Role
Mathias Mejeh; Martin Rehm – Educational Technology Research and Development, 2024
Educational technology plays an increasingly significant role in supporting Self-Regulated Learning (SRL), while the importance of Adaptive Learning Technology (ALT) grows due to its ability to provide personalized support for learners. Despite recognizing the potential of ALT to be influential in SRL, effectively addressing pedagogical concerns…
Descriptors: Educational Environment, Natural Language Processing, Educational Technology, High School Students
Lauren Copeland-Glenn; Christopher S. Lanterman – Journal of Postsecondary Education and Disability, 2023
Physical accessibility at colleges and universities is a perennial and challenging issue. Some campuses have made efforts to address these challenges through a variety of advocacy initiatives, while others have used disability simulations to bring greater awareness of physical accessibility to campus communities. An alternative approach to…
Descriptors: Civil Rights Legislation, Disabilities, Federal Legislation, Compliance (Legal)
Miho Trudeau – Environmental Education Research, 2025
Although natural playgrounds have originated from an intention to provide greater access to nature for children, these play spaces offer a designed and regulated space that diverges from other natural contexts. This study investigated the perceived and sociomaterially constructed role of nature in natural playgrounds by examining what people (i.e.…
Descriptors: Foreign Countries, Playgrounds, Environmental Education, Sustainable Development
Shanmugasundaram, Suresh; Chidamabaram, Divya Preya – Africa Education Review, 2020
Recognising the usability challenges that are linked to tools like the Blackboard learning management system are significant. This paper presents the outcome of an assessment of adherence to design principles on Blackboard from the learner-user perspective at Botho University, Botswana. As the university is shifting from a conventional teaching…
Descriptors: Student Attitudes, Instructional Design, Integrated Learning Systems, Usability
Farkish, Araz; Bosaghzadeh, Alireza; Amiri, S. Hamid; Ebrahimpour, Reza – Education and Information Technologies, 2023
Educational multimedia has proven to be an effective and efficient way of learning. Designers strive to produce multimedia that convey concepts most efficiently. That is to design multimedia that imposes the least possible cognitive load on the learner. Mayer's multimedia design principles are well-known, and multiple pieces of research have…
Descriptors: Educational Technology, Multimedia Materials, Cognitive Processes, Difficulty Level
Veronica Lucia Ahonen; Aleksandra Woszczek; Stefan Baumeister; Ulla T. Helimo; Anne Kristiina Jackson; Maria Kopsakangas-Savolainen; Juha Kääriä; Tommi Lehtonen; Mika Luoranen; Eva Pongrácz; Risto Soukka; Veera Vainio; Sami El Geneidy – International Journal of Sustainability in Higher Education, 2024
Purpose: Calculating an organization's carbon footprint is crucial for assessing and implementing emission reductions. Although Finnish higher education institutions (HEIs) aim for carbon neutrality by 2030, limited research exists on plans to reach a similar target in any country. This paper aims to address the shared and individual challenges…
Descriptors: Foreign Countries, Colleges, Climate, Conservation (Environment)