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Elina Hannula; Kati Sormunen; Kai Hakkarainen; Tiina Korhonen – Education and Information Technologies, 2025
Transdisciplinary invention projects based on traditional and digital fabrication technologies engage young people in designing and making complex artifacts and constitute a central aspect of future-oriented education. In Finland, comprehensive school students (aged 7-15) from all over the country can practice their inventive skills in the annual…
Descriptors: Student Experience, Student Projects, Intellectual Property, Programming
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Ku, Chih-Jung; Hsu, Ying-Shao; Chang, Mei-Chen; Lin, Kuen-Yi – International Journal of STEM Education, 2022
Background: Research on teaching and learning for science, technology, engineering, and mathematics (STEM) subjects has increased, and has demonstrated the importance of integrating interdisciplinary knowledge and skills. Our research model was based on the theory of planned behavior (TPB) and the data were analyzed by partial least…
Descriptors: Middle School Students, STEM Education, Problem Solving, Student Attitudes
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Cobb, Corie L.; Hey, Jonathan; Agogino, Alice M.; Beckman, Sara L.; Kim, Sohyeong – Advances in Engineering Education, 2016
We present a longitudinal study of what graduates take away from a cross-disciplinary graduate-level New Product Development (NPD) course at UC Berkeley over a 15-year period from 1996-2010. We designed and deployed a longitudinal survey and interviewed a segment of our NPD alumni population to better understand how well our course prepared these…
Descriptors: Interdisciplinary Approach, Qualitative Research, Design, Entrepreneurship
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Croes, Jo-Anne V.; Visser, Melina M. – Journal of Information Systems Education, 2015
The Google Online Marketing Challenge (GOMC) is a global, online student competition sponsored by Google. It is a prime example of an experiential learning activity that includes using real money ($250 sponsored by Google) with a real client. The GOMC has yielded compelling results in student engagement and learning objectives related to the…
Descriptors: Internet, Search Engines, Experiential Learning, Marketing
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Fantinato, Marcelo; Chaim, Marcos Lordello; Morandini, Marcelo; Peres, Sarajane Marques; Tuesta, Esteban Fernandez – Informatics in Education, 2011
Contests are usually applied in the academic environment to simulate real professional situations that require from the participants a more pro-active attitude than the one shown in conventional coursework. Although they are commonly applied in the scope of a unique course, the contest described here was an extracurricular experience applied in an…
Descriptors: Competition, Information Systems, Computer Science Education, Extracurricular Activities