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Herder, Tiffany – ProQuest LLC, 2023
Educational video games often engage students intuitively with visuals with quick, responsive actions to immerse students in authentic disciplinary practice. In contrast, typical formal learning environments engage students in conscious reflection with visual representations to understand underlying disciplinary concepts. Research has examined how…
Descriptors: Educational Games, Video Games, Play, Learning Processes
Ekta Shokeen – ProQuest LLC, 2023
Sketching is considered a helpful activity in STEM design and education. Scholars have argued for including children in designing technology as it has been found to improve product design and leads to social and cognitive benefits for children. However, little is known about children's learning and sketching experiences when participating in…
Descriptors: Children, STEM Education, Learner Engagement, Learning Processes
Eunhye Kim – ProQuest LLC, 2024
Empathic design involves two social practices -- one is collaboration with users to elicit and make a meaning of user experiences, and another is intrateam collaboration to develop a mutually understood, agreed-upon interpretation of user experiences among team members. This study is focused on the latter phenomenon, conceptualizing this social…
Descriptors: Group Instruction, Empathy, Behavior, Holistic Approach
Singelmann, Lauren Nichole – ProQuest LLC, 2022
To meet the national and international call for creative and innovative engineers, many engineering departments and classrooms are striving to create more authentic learning spaces where students are actively engaging with design and innovation activities. For example, one model for teaching innovation is Innovation-Based Learning (IBL) where…
Descriptors: Engineering Education, Design, Educational Innovation, Models
Dhvani Ashok Toprani – ProQuest LLC, 2021
With the widespread use of technology in education, the nature and role of technology in the process of learning are becoming increasingly difficult to understand. There is a need to shift the focus of education technology from innovating around tools to innovating around designing new digital learning environments. Designing digital learning…
Descriptors: Technology Uses in Education, Cooperative Learning, Educational Environment, Learning Processes
Ashli Ree – ProQuest LLC, 2021
The purpose of this explorative field study using elements of case study design was to understand how DIY (Do It Yourself) fashion designers learn to engage in entrepreneurship. DIY fashion designers in this study refers to designers who personally design and make each garment without relying on manufacturers. These fashion designers all have…
Descriptors: Entrepreneurship, Learning Processes, Clothing, Design
Scott Thorne – ProQuest LLC, 2024
This three-article dissertation explores Learning by Evaluating (LbE), an educational approach that enhances student learning through the process of assessing and providing feedback on peer work. Leveraging principles of comparative judgement, students evaluate pairs of exemplars side-by-side to determine which is better and provide a rational for…
Descriptors: Design, Formative Evaluation, Misconceptions, Critical Thinking
Gong, Susan Peterson – ProQuest LLC, 2018
Question-asking has long been an integral part of human learning. In scholarly investigations over the past several decades, questions have been studied in terms of the answers they generate, their grammatical structure, their cognitive functions, their logical content, and their social dynamics. Studies of student classroom questioning have…
Descriptors: Moral Values, Questioning Techniques, Grammar, Hermeneutics
Minseok Choi – ProQuest LLC, 2022
Although studies in higher education have paid attention to the complexities of learning disciplinary language and discourse, little attention has been given to learning professional discourse in a second language (L2). Recent studies on language socialization have addressed this gap by focusing on L2 students' emerging communicative competence in…
Descriptors: Higher Education, Second Language Learning, Academic Language, Socialization
Melcer, Edward F. – ProQuest LLC, 2018
Embodiment is a concept that has gained widespread usage within the Human-Computer Interaction (HCI) community in recent years. In a general sense, embodiment is the notion that cognition arises not just from the mind, but also through our bodies' physical and social interactions with the world around us. HCI has employed this body-centric…
Descriptors: Educational Technology, Human Body, Design, Man Machine Systems
Colon-Acosta, Nirmaliz – ProQuest LLC, 2019
As new introductory block-based coding applications for young students to learn basic computer science concepts, such as, loops and conditionals, continue to increase in popularity, it is necessary to consider the best method of teaching students these skills. Many of these products continue to exhibit programmatic misconceptions of these concepts…
Descriptors: Coding, Game Based Learning, Instructional Effectiveness, Programming Languages
Jiahui Zhang – ProQuest LLC, 2022
Competency-based education (CBE) has become well-accepted as a powerful way to personalize learning. Today's advanced technologies have enhanced CBE even further. Practitioners in the field are seeking means to take advantage of technology to increase CBE's effectiveness and efficiency, especially for adult learners. Microlearning and digital open…
Descriptors: Learning Processes, Technological Advancement, Technology Uses in Education, Technology Integration
Vonder Haar, Kristin – ProQuest LLC, 2020
This qualitative phenomenological interview study examined the experiences of principals who completed Stanford University d.school's School Retool fellowship program for school leaders, which focused on using the design thinking process for school improvement toward deeper learning. This research project explored the leadership practices and…
Descriptors: Phenomenology, Principals, Administrator Attitudes, Educational Improvement
Franzen, Marissa Marie Sloan – ProQuest LLC, 2016
The purpose of this research study was to determine if trial and error learning was an effective, practical, and efficient learning method for Technology, Engineering, and Design Education students at the post-secondary level. A mixed methods explanatory research design was used to measure the viability of the learning source. The study sample was…
Descriptors: Engineering Education, Design, Learning Processes, Statistical Analysis
Understanding Student Experiences: A Case Study in Scientific Visualization and Civics and Economics
Jessee, Emily George – ProQuest LLC, 2012
This research study provides the finding of a qualitative case study in Technology, Engineering, and Design Education as well as Social Studies Education. The purpose of this study was to describe the role of graphics within a social studies lesson by examining a student's experience when a new lesson is implemented in class. The participants were…
Descriptors: Student Experience, Case Studies, Qualitative Research, Technology Education