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Bergera, Iñaki – Journal of Technology and Science Education, 2018
The present paper examines, in a case study format, the use of films, short films and audiovisual documentaries as reasoning and references for design assignments during the first years of an architectural degree course. The aim of this fruitful and comparable experience is not so much to study and verify the well-known synergies between film and…
Descriptors: Case Studies, Films, Teaching Methods, Documentaries
Sankaran, Siva; Wedel, Thomas L. – Journal of Information Systems Education, 2020
This teaching case addresses the design of a database that fulfills the complex requirements found at the Motion Picture Industry Pension Plan, an actual entity. With the goal of challenging students to think analytically and to apply information systems concepts and tools to real world situations, the case study was appropriately structured to…
Descriptors: Teaching Methods, Databases, Films, Industry
Li, Qing – Educational Technology Research and Development, 2018
In this study, teachers are giving an opportunity to design and develop their own educational games. The following three questions guide the research: (1) What are the characteristics of teacher designed and developed games? (2) What theories do teachers use when they make games for educational purposes? (3) What are the design considerations when…
Descriptors: Educational Games, Design, Educational Theories, Teaching Methods
Rands, Melissa L.; Gansemer-Topf, Ann M. – Teachers College Record, 2020
Background/Context: Studio-based courses--the primary approach in design education--have been viewed as effective environments for learning. This study uses an ecological approach to explore how the studio environment creates opportunities for social interaction through immersive studies of studio learning. Purpose/Objective/Research…
Descriptors: Case Studies, Ethnography, Studio Art, Design
Bratslavsky, Lauren; Wright, Anna; Kritselis, Alex; Luftig, David – Journal of Visual Literacy, 2019
This study begins with the assumption that visual and related literacies are essential frameworks to foster not only students' learning of visual communication principles, but also 21st century skills such as creative problem solving and self-directed learning. We focus on assignment directions as a particular instructional component. In contrast…
Descriptors: Visual Literacy, Critical Thinking, Computer Software, Student Attitudes
Campbell, Lilly – Written Communication, 2017
Drawing on fieldwork, this article examines nursing students' design and use of a patient health record during clinical simulations, where small teams of students provide nursing care for a robotic patient. The student-designed patient health record provides a compelling example of how simulation genres can both authentically coordinate action…
Descriptors: Nursing Students, Simulation, Patients, Records (Forms)
Tzoc, Elias; Ubbes, Valerie A. – New Review of Academic Librarianship, 2017
In 2013, the Center for Digital Scholarship at Miami University was established and coincided with the redesign of the Children's Picture Book Database, which had a successful web presence for nearly 20 years. We developed the Digital Literacy Partnership (DLP) website project in order to upgrade the project to Omeka as a new digital management…
Descriptors: Electronic Libraries, Information Management, Databases, Picture Books
McWhirter, Nathan Daniel; Shealy, Tripp – International Journal of Sustainability in Higher Education, 2018
Purpose: This paper aims to introduce a case-based module teaching sustainable engineering, linking the Envision rating system with behavioral decision science. Three complete modules are publicly available in a repository for any instructor to adapt, use and review. Design/methodology/approach: A case study was written about the Tucannon River…
Descriptors: Decision Making, Sustainability, Teaching Methods, Computer Software
Rands, Melissa L.; Gansemer-Topf, Ann M. – AERA Online Paper Repository, 2018
Background: Studio-based courses - the primary approach in design education--have been viewed as effective environments for learning. However, few studies have utilized an ecological lens to explore how the studio environment creates opportunities for social interaction through immersive studies of studio learning. Purpose: We engaged in an…
Descriptors: Case Studies, Ethnography, Studio Art, Design
McCarthy, Josh – Australasian Journal of Educational Technology, 2015
This paper reports on a pilot study using the "Café," the collaborative application for education as an online learning environment within the Facebook framework, for first-year tertiary design students. The "Café," a new e-learning application, has been designed based on five principles of user interface design--visibility,…
Descriptors: Social Networks, Electronic Learning, Pilot Projects, College Freshmen
Aydin, Mirac; Bakirci, Hasan; Artun, Huseyin; Cepni, Salih – Online Submission, 2011
In this study, within the scope of Science and Technology Laboratory Applications-II Course, elementary student teachers were made to design a model parachute that can stay in the air for a time by using technological design cycle and to race these parachutes. In this regard, we introduced an activity what we call "MODEL PARACHUTE RACE"…
Descriptors: Foreign Countries, Preservice Teachers, Interviews, Diaries