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Kim, Byungsoo; Joines, Sharon; Feng, Jing – International Journal of Technology and Design Education, 2023
The Industrial Design (ID) education offers numerous opportunities for students to learn the market and user-centered approach; however, in cases in which design students lack technical knowledge, they can have difficulty and lack confidence in technology-driven design projects. The purpose of this study is to answer a research question "how…
Descriptors: Mentors, Teaching Methods, Industrial Arts, Design
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Worsley, Marcelo; Bar-El, David – Computer Science Education, 2022
Background and Context: Making is celebrated for bringing exciting tools and learning opportunities to non-traditional designers. However, people with disabilities may find themselves excluded from many making activities and makerspaces. This exclusion is present in making and computer science more broadly. Objective: We describe a university…
Descriptors: Inclusion, Students with Disabilities, College Students, Shared Resources and Services
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Lui, Debora; Kafai, Yasmin; Litts, Breanne; Walker, Justice; Widman, Sari – Computer Science Education, 2020
Background and Context: Physical computing involves complex negotiations of multiple, on and off-screen tasks, which calls for research on how to best structure collaborative work to ensure equitable learning. Objective: We focus on how pairs self-organized their multi-domain tasks in physical computing, and how their social interactions supported…
Descriptors: Cooperative Learning, High School Students, Computer Science Education, Programming
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Litts, Breanne K.; Widman, Sari A.; Lui, Debora A.; Walker, Justice T.; Kafai, Yasmin B. – Teachers College Record, 2019
Background/Context: Though the maker movement has proliferated in out-of-school settings, there remains a design challenge of how to effectively integrate maker activities into K--12 classrooms. In other contexts, though, creative design and production have historically been successfully integrated in classrooms through studio models common to the…
Descriptors: Shared Resources and Services, High School Students, Textiles Instruction, Design
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Remijan, Kelly W. – Interdisciplinary Journal of Problem-based Learning, 2017
This article illustrates how mathematics teachers can develop design-focused projects, related to project-based learning, to motivate secondary mathematics students. With first-hand experience as a secondary mathematics teacher, I provide a series of steps related to the engineering design process, which are helpful to teachers in developing…
Descriptors: Active Learning, Student Projects, Secondary School Students, Secondary School Mathematics
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Magana, Alejandra J.; Seah, Ying Ying; Thomas, Paul – Journal of Information Systems Education, 2018
Agile methods such as Scrum that emphasize technical, communication, and teamwork skills have been practiced by IT professionals to effectively deliver software products of good quality. The same methods combined with pedagogies of engagement can potentially be used in the setting of higher education to promote effective group learning in software…
Descriptors: Cooperative Learning, Class Activities, Design, Teaching Methods
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Lin, C-Y.; Reigeluth, C. M. – Journal of Computer Assisted Learning, 2016
While educators value wikis' potential, wikis may fail to support collaborative constructive learning without careful scaffolding. This article proposes literature-based instructional methods, revised based on two expert instructors' input, presents the collected empirical evidence on the effects of these methods and proposes directions for future…
Descriptors: Foreign Countries, Web Sites, Collaborative Writing, Cooperative Learning
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DeSchryver, Michael D.; Yadav, Aman – Journal of Technology and Teacher Education, 2015
For too long, creativity in schools has been almost solely associated with art, music, and writing classes. Now, creative thinking skills are increasingly emphasized across the disciplines. At the same time, technological progress has brought about calls for the integration of new literacies and computational thinking to prepare students as…
Descriptors: Creativity, Scaffolding (Teaching Technique), Technology Uses in Education, Teaching Methods
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Pantaleo, Sylvia – English in Education, 2015
Explicit pedagogy that focuses on visual design and composition principles can affect students' responses to and understanding, interpretation and analysis of images, as well as the creation of their own visual representations. This article considers the why, the what, and the how of teaching various visual elements of art and design to students…
Descriptors: Visual Literacy, Semiotics, Art Education, Design
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Shealer, Ron; Shealer, Michelle – Technology and Engineering Teacher, 2014
This article describes a cooperative project between eighth graders and first graders called "Going Green in the Neighborhood." The project entailed the first grade students sketching home designs on paper to make a model community, and the eighth grade students taking those drawings and making them into 3D computer models and then…
Descriptors: Design, Class Activities, Cooperative Learning, Grade 1
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Board, Keith – Tech Directions, 2011
An excellent common activity in technology and engineering classes involves dropping an egg from a significant height in a protective device designed and built by students. This article describes how the author uses the classic "egg drop" as an inspiration to have students modify a small crash test vehicle that speeds down a track and crashes into…
Descriptors: Student Attitudes, Engineering, Technology, Student Projects
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Kornoelje, Joanne; Roman, Harry T. – Tech Directions, 2011
Educators at Thomas A. Edison Middle School have worked together to bring invention information and activities to life. One activity in particular, Ping-Pong Ball Invention Challenge, has proven a great success. The Ping-Pong Ball Invention Challenge was inspired by the basic rules for PBS's "Design Squad"'s "Pop Fly" activity. In this article,…
Descriptors: Middle School Students, Intellectual Property, Middle Schools, Class Activities
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Ward, Dell; Jones, James – Tech Directions, 2011
Customers determine whether a product fulfills their needs or satisfies them. "Quality control", then, is the process of finding out what the customer wants, along with designing, producing, delivering, and servicing the product--and ultimately satisfying the customer's expectations. For many years, people considered a product to be of good…
Descriptors: Structural Elements (Construction), Quality Control, Total Quality Management, Educational Technology
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Doppelt, Yaron – International Journal of Technology and Design Education, 2009
Infusing creative thinking competence through the design process of authentic projects requires not only changing the teaching methods and learning environment, but also adopting new assessment methods, such as portfolio assessment. The participants in this study were 128 high school pupils who have studied MECHATRONICS from 10th to 12th grades…
Descriptors: Portfolios (Background Materials), Engineering Education, Student Projects, Class Activities
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Triggs, Riley; Jarmon, Leslie; Villareal, Tracy A. – International Journal of Virtual and Personal Learning Environments, 2010
Virtual environments can resolve many practical and pedagogical challenges within higher education. Economic considerations, accessibility issues, and safety concerns can all be somewhat alleviated by creating learning activities in a virtual space. Because of the removal of real-world physical limitations like gravity, durability and scope,…
Descriptors: Interdisciplinary Approach, Computer Simulation, Simulated Environment, Marine Education
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