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Mohd Firdaus Naif Omran Zailuddin; Nik Ashri Nik Harun; Haris Abadi Abdul Rahim; Azmul Fadhli Kamaruzaman; Muhammad Hawari Berahim; Mohd Hilmi Harun; Yuhanis Ibrahim – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The purpose of this research is to explore the transformative impact of AI-augmented tools on design pedagogy. It aims to understand how artificial intelligence technologies are being integrated into educational settings, particularly in creative design courses, and to assess the potential advancements these tools can bring to the field.…
Descriptors: Artificial Intelligence, Design, Teaching Methods, Technology Integration
Jiawei, Wang; Mokmin, Nur Azlina Mohamed – Education and Information Technologies, 2023
Virtual reality (VR) has been one of the most widely developed forms of an alternate reality for use in education over the past few decades. Educators in many subjects are experimenting with incorporating this technology into their teaching processes, with the intention of creating a learning environment that their students can interact with to…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Art Education
Elma Hajric – ProQuest LLC, 2024
Smart cities surveil through ubiquitous and intrusive data collection via networked sensors. Smart city efforts are also frequently imagined as primarily top-down and male visions of the future in service of economic benefit. The smart campus presents a new dimension of smart city urbanism as an identified gap in literature. In the following…
Descriptors: Research Universities, Campuses, Information Technology, Design
Jan Bamford; Elena Moschini – Higher Education Research and Development, 2025
This paper explores the use of a gamified digital intervention to build connected and relational spaces for students in higher education which reach beyond the places and spaces of the traditional learning environment. These informal learning spaces can be seen to facilitate the development of students' transferable skills. The project…
Descriptors: Gamification, Educational Technology, Technology Uses in Education, College Students
Jingru Zhang; Wan Ahmad Jaafar Wan Yahaya; Mageswaran Sanmugam; Yuting Dai – SAGE Open, 2025
The potential of educational augmented reality systems to improve students' learning performance, motivation, and cognitive load has been demonstrated by recent studies. To help students learn the design history material, this study suggests an AR-integrated learning application strategy. In this study, we use Modernism as the theoretical…
Descriptors: Cognitive Processes, Difficulty Level, Physical Environment, Simulated Environment
Mohamed, Tarek Ismail; Sicklinger, Andreas – Education and Information Technologies, 2022
With the rapid digital developments, the practice and study of VR/AR technologies reached almost all the design disciplines by considering different applications. Therefore, there is continuous pressure on design education, where course programs in graphic design, media design, fashion design, and product design must promptly incorporate these new…
Descriptors: Design, Technology Integration, Educational Technology, College Students
Ni, Yuan; Deng, Teng; Li, Jing; Zhang, Jiaqi; Zhang, Chi – Education and Information Technologies, 2023
Under the rapid development of higher vocational colleges in China, design subject was receiving increasing number of students and confronting the necessity of improving teaching efficiency. Informational technology, regarded as an effective approach in many areas, was investigated for its impact on the design teaching efficiency and evaluated its…
Descriptors: Vocational Education, Foreign Countries, Educational Technology, Teacher Effectiveness
McDermott-Dalton, Geraldine – International Journal of Technology and Design Education, 2022
The use of portfolios is deeply embedded in practice within Design education. However, as trends change and technology improves, tensions often arise in the interpretation and presentation of the portfolio activity. Additionally, as more and more digital artefacts are produced by design students, the question arises as to whether the traditional…
Descriptors: Portfolios (Background Materials), Electronic Publishing, Educational Technology, Technology Uses in Education
Katja Fleischmann – Canadian Journal of Learning and Technology, 2024
Generative Artificial Intelligence (GenAI) is re-defining the way higher education design is taught and learned. The explosive growth of GenAI in design practice demands that design educators ensure students are prepared to enter the design profession with the knowledge and experience of using GenAI. To facilitate GenAI's introduction in a…
Descriptors: Artificial Intelligence, Technology Uses in Education, Graphic Arts, Design
Chin-Fei Huang – Journal of Baltic Science Education, 2024
This study aims to explore the impact of STEAM teaching activities that incorporate local environmental awareness on university students' pro-environmental behavior (PEB), and scientific creativity. The teaching activity design of this study was centered on "designing livable housing in Taiwan", and a total of four projects were…
Descriptors: STEM Education, Teaching Methods, Learning Activities, Environmental Education
Gillespie, Bruce – Teaching & Learning Inquiry, 2022
Research shows that high levels of engagement help students learn more effectively, feel better about their learning, and improve retention rates. One reason why students report low engagement is a perceived disconnect between theory (what they learn in class) and practice (what happens in the outside world). This paper reports on the results of a…
Descriptors: Story Telling, Educational Technology, Game Based Learning, Learner Engagement
Dominguez-Reyes, R.; Moreno, L.; Munoz-Sanchez, A.; Ruiz Mezcua, B.; Savoini, B. – IEEE Transactions on Education, 2023
Contribution: This article presents the design, creation, testing, and results after the use of a 3-D-printed educational tool that helped a blind student learning electric circuits theory in higher education. Background: Educational tools oriented to visually impaired and blind students in higher education are limited or even nonexistent in the…
Descriptors: Computer Peripherals, Printing, Technology Uses in Education, Blindness
Sarah McCorkle; Paul Whitener – International Journal of Designs for Learning, 2020
This case study describes a small-scale Lightboard pilot and a full-scale Lightboard build with accompanying studio at a small, private liberal arts college in the southern United States. This article will provide an overview of the Lightboard landscape in higher education, offer considerations for the construction of a Lightboard, and share the…
Descriptors: Educational Technology, Video Technology, Technology Uses in Education, Higher Education
Ho, Chun-Heng; Zhang, Hang-qin; Li, Juan; Zhang, Min-quan – International Journal of Distance Education Technologies, 2023
Digital education has recently become a mainstream education model. Despite digital education's increasing popularity, there remain issues when it comes to teacher-student interactions in digital space, which have made it impossible for this model to achieve the same teaching quality as traditional in-person education. Compared with other academic…
Descriptors: Technology Uses in Education, Electronic Learning, Teacher Student Relationship, Interaction
Liudmyla, Dykhnych; Olena, Karakoz; Yana, Levchuk; Svitlana, Namestiuk; Olena, Yasynska – Journal of Curriculum and Teaching, 2022
The rapid development of science, technology, and digital multimedia has made adjustments in all areas of design. Its ramifications and forms are deeply influenced by digital media, making new demands on teaching. A renewed society regulates new modes of teaching to produce applicants capable of adapting to the development of modern society and…
Descriptors: Design, Higher Education, Clothing, Technology Uses in Education