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Yang, Weishu; Lahti, Henna; Seitamaa-Hakkarainen, Pirita – Design and Technology Education, 2022
In collaborative design settings, designers communicate and explicate their ideas visually and verbally in order to reach a shared understanding. The verbal exchanges of group members engaged in a joint design task provide rich data regarding the design activities being undertaken by the group members. In addition, sketching and modelling are…
Descriptors: Computer Simulation, Design, Innovation, Cooperative Learning
Petrova, Miroslava – Design and Technology Education, 2021
The design studio is the core element in the design curriculum where students gain key knowledge and skills. Typically implementing a project-based approach, it is characterised by learning by doing, collaborative learning and a prominent studio culture. The traditional notion is that the social domain of the studio has a counterpart in the…
Descriptors: Design, Student Projects, Active Learning, Cooperative Learning
Steven C. Koenig; Gretel Monreal – Design and Technology Education, 2025
Purpose: Biomedical engineers that have the ability and skill sets to comprehend and retain basic anatomy and physiology (A&P) knowledge, apply fundamental engineering principles, use critical thinking, and communicate effectively across multiple disciplines to facilitate successful development and clinical translation of medical devices. The…
Descriptors: Equipment, Medical Services, Biomedicine, Engineering Education
Desai, Shital; Stahl, Ingrid; Chamorro-Koc, Marianella – Design and Technology Education, 2021
The COVID pandemic forced universities worldwide to shift to remote and online formats of teaching delivery. In design education, this shift has impacted Experiential Education (EE) pedagogical approach to studio teaching, an approach that gives students an opportunity to apply theory to a concrete experience in a reflective manner and provides…
Descriptors: Interdisciplinary Approach, Experiential Learning, COVID-19, Pandemics
Brisco, Ross; Whitfield, Robert Ian; Grierson, Hilary – Design and Technology Education, 2022
Based on observations of global design classes at different institutions, students selected technologies without justification for the suitability of the technology to support their collaborative design activities. To best support students in their collaborative endeavours, a short online course in computer-supported collaborative design was…
Descriptors: Design, Computer Assisted Instruction, Engineering Education, Online Courses
Nievergelt, Verena Huber – Design and Technology Education, 2020
This article discusses a case study combining the qualitative analysis of documents and videofootage. The data was collected during a short collaborative task within an ideation phase with 9-10 year old pupils customizing a store-bought t-shirt. The combination of video and document analysis allows tracing back the emergence of some of the kernel…
Descriptors: Design, Elementary School Students, Cooperative Learning, Dialogs (Language)
Lehtonen, Miikka J. – Design and Technology Education, 2023
Since the beginning of the 21st century, design education has been gaining momentum across disciplines as a means to equip students with skills relevant in the job market as well as to tackle wicked problems. One of the core assumptions behind integrating design education to other disciplines focuses on the need for hands-on and experiential…
Descriptors: Blended Learning, Design, Thinking Skills, Cooperative Learning
Looijenga, Annemarie; Klapwijk, Remke M.; de Vries, Marc J. – Design and Technology Education, 2020
During a Design and Technology class, engagement is both required to start creative hands-on work and a sign of pupil's creative thinking. To find ways to achieve engagement, we can look to the Montessori tradition. Due to the fact that learning is regarded as feeding insight through experimenting, tasks have to offer pupils the opportunity to…
Descriptors: Learner Engagement, Elementary School Students, Preadolescents, Technology Education
Yrjönsuuri, Varpu; Kangas, Kaiju; Hakkarainen, Kai; Seitamaa-Hakkarainen, Pirita – Design and Technology Education, 2019
Co-invention projects in elementary school engage pupils in complex, open-ended design tasks in a practical, hands-on way. Physical materials are an intrinsic part of design, involving trasformation of conceptual ideas into material forms, such as prototypes. These tangible objects mediate embodied thinking and act as material-social mediators of…
Descriptors: Design, Elementary School Students, Student Projects, Teaching Methods
Yliverronen, Virpi; Marjanen, Päivi; Seitamaa-Hakkarainen, Pirita – Design and Technology Education, 2018
The purpose of this study was to explore six-year-old Finnish preschoolers' collaboration during a designing session, where they received a task to collaboratively design and sketch forest animals' nests. Peer interaction is a natural part of craft, design and technology education because the learning situation itself provides various…
Descriptors: Cooperative Learning, Peer Relationship, Design, Foreign Countries
Zahedi, Mithra; Heaton, Lorna – Design and Technology Education, 2017
How do ideas evolve in the context of collaborative design? This research explores the framing strategies and tools involved in the co-construction of a shared understanding in the early stages of a design project. We observed a team of four industrial design students working to design a pop-up shop. We found that, while the key design elements of…
Descriptors: Industrial Arts, Design, Verbal Communication, Teaching Methods
Stables, Kay – Design and Technology Education, 2014
This article presents the concept of "designerly wellbeing," identifying the value for individuals and society of the development of the design capability inherent in all humans. The concept builds on ideas more generally of capability, well-being and democratic design and is characterised as the satisfaction, pride, confidence and…
Descriptors: Design, Well Being, Teaching Methods, Preferences
Allan, Denise; Vettese, Samantha; Thompson, Paul – Design and Technology Education, 2018
In this article, the researchers investigate different ways in which school age, 'generation net' children learn, through non-linear, mediated, collaborative 'making' environments, enabled by informal club settings and online 'builder' gaming and groups. In addition to this, the study will investigate these learning methods in relation to…
Descriptors: Design, Learning Processes, Clubs, Informal Education
Vartiaien, Henrikka; Pöllänen, Sinikka; Liljeström, Anu; Vanninen, Petteri; Enkenberg, Jorma – Design and Technology Education, 2016
This socioculturally informed study aims to apply learning by collaborative designing (LCD) as an instructional model for the creation and studying of new kinds of connected learning systems in teacher education. A case study was organized at the University of Eastern Finland in the context of an information and communication technology (ICT)…
Descriptors: Sociocultural Patterns, Content Analysis, Information Technology, Handicrafts
Watkins, Matthew – Design and Technology Education, 2014
This paper presents findings from a doctoral study, which investigated effective methods for teaching social sustainability within product design courses in British and Irish universities. This paper explores approaches for encouraging students to explore the social aspects of sustainable product design through workshops specifically designed to…
Descriptors: Foreign Countries, Sustainability, Design, Manufacturing
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