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Jiawei Wang; Nur Azlina Mohamed Mokmin; Shaorong Ji – Interactive Learning Environments, 2024
Since the turn of the millennium, virtual reality (VR) has become a popular global research topic. Educators are eager to employ VR for interactive learning, potentially enhancing student engagement and efficiency. Researchers have conducted numerous trials, with students across disciplines achieving notable results, affirming VR's effectiveness,…
Descriptors: College Students, Art Education, Learning Experience, Computer Simulation
Gesa Birnkraut; Marlene Eimterbäumer – Journal of Research in Innovative Teaching & Learning, 2024
Purpose The purpose of this paper is to describe a case study from the master program management in nonprofit organizations at the University of Applied Sciences in Osnabrück, Germany and show how this case of innovative teaching helps to educate responsible managers for the world of tomorrow. Design/methodology/approach The authors developed a…
Descriptors: Organizations (Groups), Research, Policy Formation, Foreign Countries
ICT Engineering Students' Perceptions on Project-Based Online Learning in Community of Inquiry (CoI)
Maisa Mielikäinen; Essi Viippola – SAGE Open, 2023
Industry and higher education are increasingly utilizing online environments due to digitalization. As a result, the learning experiences in these new digital learning ecosystems as communities must be re-examined critically. This study incorporates the second cycle of the design-based research (DBR) study developing the design principles and…
Descriptors: Information Technology, Engineering Education, Higher Education, College Students
Özyurt, Hacer; Özyurt, Özcan – Journal of Pedagogical Research, 2020
This study aims to examine the effects of Visual Programming course conducting in accordance with design-based research on students' learning experiences. The study was conducted in the fall semester in 2017-2018 at Software Engineering Department in Technology Faculty of a university in the north of Turkey. The sample of the study consists of 12…
Descriptors: Computer Science Education, Programming, Design, Learning Experience
Worsley, Marcelo – Information and Learning Sciences, 2021
Purpose: This paper aims to compare two types of prompts, encouraging participants to think about real-world examples or engineering principles to show how these two approaches can result in vastly different design practices. Design/methodology/approach: Two studies (N = 20, N = 40) examine the impact of two different prompts. Non-expert students,…
Descriptors: Creative Activities, Creativity, Evaluation Methods, Comparative Analysis
Godbold, Rosemary; Lees, Amanda; Reay, Stephen – International Journal of Art & Design Education, 2019
Student-led design projects undertaken within healthcare settings raise considerable ethical challenges, primarily resulting from collaboration with service users. This article emerged out of the experiences of design from a New Zealand university undertaking real world projects in acute health care contexts. A human-centred approach to design is…
Descriptors: Educational Change, Design, Ethics, Health Services
Gogu, Christy Vivek; Kumar, Jyoti – Design and Technology Education, 2021
The rise in online courses and virtual learning avenues in the last few decades, and more recently the COVID-19 pandemic has seen traditional design schools imparting learning seamlessly by transitioning to the virtual realm partially or completely. This study helps understand the perspective of students from various design schools across India…
Descriptors: Foreign Countries, College Students, Design, Online Courses
Sinfield, David; Cochrane, Thomas – E-Learning and Digital Media, 2020
Art and design undergraduate educational programmes such as Graphic Design studies are based upon best practice within the Graphic Design industry. Thus, the classroom environment is designed to mirror a typical design studio environment. However, traditional design studio interaction and collaboration are undergoing rapid transformation in…
Descriptors: Undergraduate Study, Graphic Arts, Design, Classroom Environment
Schiele, Kristen; Chen, Steven – Marketing Education Review, 2018
The purpose of this article is to demonstrate how marketing educators can utilize the design-thinking process to create an engaged, high-impact learning experience for students. The guidelines of the assignment outlined in this article show how marketing students can utilize the design-thinking process in order to create a mobile application that…
Descriptors: Marketing, Computer Software, Teaching Methods, Design
Pasquini, Laura A.; Knight, Kim A. Brillante; Knott, Jessica L. – Interactive Learning Environments, 2020
"Fashioning Circuits" is a humanities course designed to explore how fashion, electronics, social issues, and makerspaces interact with design and critical theory. Digital humanities scholars and practitioners have seen an emergence of public art and representation beyond the academy, specifically applying interdisciplinary university…
Descriptors: Clothing, Electronics, Social Problems, Design
Kohn Rådberg, Kamilla; Lundqvist, Ulrika; Malmqvist, Johan; Hagvall Svensson, Oskar – European Journal of Engineering Education, 2020
Challenge-based learning (CBL) is a multidisciplinary approach that encourages students to work actively with peers, teachers and stakeholders in society to identify complex challenges, formulate relevant questions and take action for sustainable development. In this paper, it is argued that CBL can be viewed as an evolution of the Conceive,…
Descriptors: Learning Experience, Interdisciplinary Approach, Sustainable Development, Universities
McMahon, Muireann; Bhamra, Tracy – International Journal of Technology and Design Education, 2017
The paradigm of design is changing. Designers now need to be equipped with the skills and knowledge that will enable them to participate in the global move towards a sustainable future. The challenges arise as Design for Sustainability deals with very complex and often contradictory issues. Collaborative learning experiences recognise that these…
Descriptors: Cooperative Learning, Sustainable Development, Design, Teaching Methods
Jensen, Christopher X. J.; Brooks, Brian; Suh, Keena; Shmulevsky, Allegra Marino; Wynter, Chris – Change: The Magazine of Higher Learning, 2019
Teachers hope that students will take what they have learned and apply it to other contexts. Teachers also assume that students bring to the classroom, prior learning skills and conceptual understanding that form the foundation of new learning. Educational scholars call this import to and export from different learning experiences "transfer…
Descriptors: Curriculum Design, Transfer of Training, Prior Learning, Learning Experience
Marshalsey, Lorraine; Sclater, Madeleine – International Journal of Art & Design Education, 2019
This article discusses the practical and ethical challenges and benefits of using social media and video-based research methods -- also known as Photovoice -- to investigate contemporary Communication Design education. The two visual research methods discussed include the social media mobile application Snapchat® and participant-generated GoPro®…
Descriptors: Social Media, Design, Participatory Research, Action Research
McCarthy, Josh – Interactive Learning Environments, 2016
This paper reports on a global learning partnership using "the Café: the collaborative application for education" as an e-learning environment within the Facebook framework, for first-year animation students at the University of South Australia (USA) in Australia and Nanyang Technological University in Singapore. "The Café" has…
Descriptors: Feedback (Response), Partnerships in Education, Electronic Learning, Universities
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