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DeVane, Ben; Steward, Cody; Tran, Kelly M. – Educational Technology, 2016
This article reports on a project that used a game-creation tool to introduce middle-school students ages 10 to 13 to problem-solving strategies similar to those in computer science through the lens of studio-based design arts. Drawing on historic paradigms in design pedagogy and contemporary educational approaches in the digital arts to teach…
Descriptors: Middle School Students, Design, Problem Solving, Computer Science
Gerber, Hannah R.; Gaitan, Luis – Educational Technology, 2017
This article explores the design processes in creating a pro-social mobile game, "Litter Leader." Following the Egyptian Revolution, "Litter Leader," a game designed for Android devices, was created to foster community change among Egyptian youth. By tracing the meaning-making that occurred with 20 Egyptian youth who playtested…
Descriptors: Foreign Countries, Activism, Social Development, Games
Gibbons, Andrew S. – Educational Technology, 2016
This article asks five questions that lead us to the foundations of design practice in educational technology. Design processes structure time, space, place, activity, role, goal, and resource. For educational technology to advance in its understanding of design practice, it must question whether we have clear conceptions of how abstract…
Descriptors: Educational Technology, Instructional Design, Design, Teaching Methods
Christensen, James M.; Jones, Brian; Cooper, Jessica Rose; McAllister, Laura; Ware, Mark B.; West, Richard E. – Educational Technology, 2015
This study examines the trends of the "International Journal of Technology and Design Education" over the past decade (2005-2014). The researchers looked at trends in article topics, research methods, authorship, and article citations by analyzing keyword frequencies, performing word counts of article titles, classifying studies…
Descriptors: Educational Technology, Publications, Technology Education, Design
Squire, Kurt; Gaydos, Matthew; DeVane, Ben – Educational Technology, 2016
Digital games for learning have quickly transitioned from a theoretical possibility, to a hyped technology, to an idea that almost seems quaint compared to advances in Biochips, Smart Robots, and self-driving cars. As a field, it is now better understand what games are good for, what they are not, and in what kinds of situations they can be…
Descriptors: Educational Games, Educational Technology, Computation, Thinking Skills
Nelson, Wayne A. – Educational Technology, 2013
Notions of design, research, and design research in the field of educational technology are quite different from conceptualizations held by other design fields. Examining the ways that research is conducted and used in educational technology in comparison to other design fields can provide novel insights into how research and design practice can…
Descriptors: Design, Educational Technology, Instructional Design, Curriculum Design
Woo, Huay Lit – Educational Technology, 2013
The design of online learning environments is a complicated process because it entails the use of technological tools to mediate the various forms of interaction situated in the learning process. One possible way to help reduce such complication inherent in various forms of interaction is to look at design as a problem-solving activity. This means…
Descriptors: Online Courses, Electronic Learning, Interaction, Design
Buchanan, Richard; Cross, Nigel; Durling, David; Nelson, Harold; Owen, Charles; Valtonen, Anna; Boling, Elizabeth; Gibbons, Andrew; Visscher-Voerman, Irene – Educational Technology, 2013
Scholars representing the field of design were asked to identify what they considered to be the most exciting and imaginative work currently being done in their field, as well as how that work might change our understanding. The scholars included Richard Buchanan, Nigel Cross, David Durling, Harold Nelson, Charles Owen, and Anna Valtonen. Scholars…
Descriptors: Educational Technology, Design, Imagination, Scholarship
Norris, Cathie; Soloway, Elliot; Tan, Chun Ming; Looi, Chee-Kit; Wong, Lung Hsiang – Educational Technology, 2013
Increasingly, "research" is not being conducted in a separate group in an organization; rather, it is being integrated into the fabric of the organization. Google recently described such an integrated, "hybrid" model of software research that is characterized by cycles of short duration and small-scope activity that is ongoing…
Descriptors: Models, Design Preferences, Design, Educational Technology
Norton, Priscilla; Hathaway, Dawn – Educational Technology, 2012
In this article, the CLICK ("C"omputer Games and "L"iteracy "I"ntegrated with "C"ontent "K"nowledge) design model for high school education is proposed and developed as an instructional response to concerns about content coverage versus deeper content knowledge, learners' inability to grasp the meanings embedded in complex text, and disregard for…
Descriptors: Expertise, Instructional Design, High Schools, Computer Games
Ronen-Fuhrmann, Tamar; Kali, Yael; Hoadley, Christopher – Educational Technology, 2008
This article describes a course in which graduate students in education learn practical and theoretical aspects of educational design by creating technologies for learning. The course was built around three themes: "Analyzing technologies," in which students study state-of- the-art technologies and interview their designers; "design studio," in…
Descriptors: Graduate Students, Educational Technology, Design, Models
Banathy, Bela H. – Educational Technology, 1992
Explores the concepts of culture and design to characterize design culture, i.e., a pattern of behavior that integrates design thinking, language, principles, and methods. The importance of the development of a design culture is discussed, including design literacy and design competence, and implications for the educational community are…
Descriptors: Culture, Design, Educational Development, Educational Technology