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Showing 1 to 15 of 22 results Save | Export
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Rumeser, David; Emsley, Margaret – Journal of Applied Research in Higher Education, 2022
Purpose: The purpose of this paper is to help project management (PM) game designers and educators in simulating complexity in PM games and in assessing the effect of simulated project complexity levels on students' learning experience. To achieve this aim, the authors attempt to design and evaluate two computer-based project crashing games (PCGs)…
Descriptors: Educational Games, Management Development, Learning Experience, Computer Games
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Ladachart, Luecha; Radchanet, Visit; Phothong, Wilawan – Journal of Turkish Science Education, 2022
Design-based learning has been recognized by educational scholars as the key approach to science, technology, engineering, and mathematics (STEM) education at K-12 levels. However, it is unclear whether, and which dimensions of, design thinking mindsets support the conceptual learning of science. This quasi-experimental study aims to explore 37…
Descriptors: Design, Scientific Concepts, Concept Formation, Learning Processes
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Liu, Zhichun; Moon, Jewoong; Kim, Byungjoo; Dai, Chih-Pu – Educational Technology Research and Development, 2020
In this synthesis, we systematically review research on educational games with adaptivity. Although an adaptive gaming experience provides personalization to learning, the complexity of design makes it difficult to evaluate its effectiveness. In this systematic review, we adopt three analytic approaches: (1) bibliometric analysis, (2) qualitative…
Descriptors: Bibliometrics, Comparative Analysis, Educational Games, Meta Analysis
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Budhyani, I. Dewa Ayu Made; Candiasa, Made; Sutajaya, Made; Nitiasih, Putu Kerti – International Journal of Evaluation and Research in Education, 2022
This study analyzed the effect of blended learning with combined synchronized and unsynchronized settings on self-efficacy and achievement of the students in learning basic design. The population was 145 students of vocational schools ("sekolah menengah kejuruan"/SMK) who learned basic design. The schools were selected through multistage…
Descriptors: Blended Learning, Self Efficacy, Multiple Choice Tests, Design
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Dymond, Benjamin Z.; Swenty, Matthew; Carroll, J. Chris – Journal of Civil Engineering Education, 2020
The objectives of this study were to investigate the cognitive Bloom's taxonomy levels achieved in an introductory reinforced concrete design course, determine if the Bloom's levels assigned to the same exam questions by different professors varied, characterize student performance in relation to Bloom's levels, and quantify the Bloom's level…
Descriptors: Comparative Analysis, Introductory Courses, Design, Engineering Education
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
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Pagano, Lauren C.; Haden, Catherine A.; Uttal, David H.; Cohen, Tsivia – Science Education, 2019
We examined the conversational reflections of 248 families with 6-11-year-old children shortly after they visited a tinkering exhibit. Our aim was to understand the conditions of tinkering and conversational reflection that can enhance STEM learning opportunities for young children. Some families visited the exhibit when there was a design…
Descriptors: Museums, Family Relationship, Children, Exhibits
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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
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Pando Cerra, Pablo; Fernández Álvarez, Humberto; Busto Parra, Bernardo; Iglesias Cordera, Paula – Journal of Educational Computing Research, 2022
Game-Based Learning (GBL) is increasingly widespread as a learning technique in the engineering studies. However, this innovative methodology may be difficult to incorporate in some subjects due to their complex contents. This paper aims at combining traditional learning methodologies with game mechanics by using an ad-hoc gaming web environment…
Descriptors: Academic Achievement, Game Based Learning, Information Technology, Teaching Methods
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Rauf, Hozan L.; Shareef, Sardar S. – Educational Philosophy and Theory, 2022
Paulo Freire is undeniably a prominent figure who greatly influenced 21st century higher education. More specifically, architectural education been greatly affected by Freire's thinking in relation to producing a design project with dialogue and consciousness. This study aims to implement Freire's thoughts in contemporary design studios, where the…
Descriptors: Architectural Education, Educational Theories, Undergraduate Students, Design
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Soonets, Silvia; Mena, Aliz Beatriz; Dorbessan, Bernardo; Micucci, Franco; Olaizola, Carlos – Journal of Problem Based Learning in Higher Education, 2020
The learning process in architecture at Universidad Simon Bolivar is based on confronting students with practical or theoretical situations to let them acquire knowledge about the discipline. The core of this process is on design studio courses, and from the early stages of the program they have to discover for themselves the role of architecture…
Descriptors: Problem Based Learning, Architectural Education, Course Descriptions, Design
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Marks, Jenna; Chase, Catherine C. – Journal of Engineering Education, 2019
Background: Design thinking, with its emphasis on iterative prototyping and mantra of "fail early and often," stands in stark contrast to the typical one-and-done, failure-averse culture of the classroom. Iterative prototyping and fail-forward mindsets could promote valuable iterative practices and positive reactions to failure, but…
Descriptors: Intervention, Middle School Students, Design, Thinking Skills
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Wendell, Kristen B.; Swenson, Jessica E. S.; Dalvi, Tejaswini S. – Journal of Research in Science Teaching, 2019
As engineering learning experiences increasingly begin in elementary school, elementary teacher preparation programs are an important site for the study of teacher development in engineering education. In this article, we argue that the stances that novice teachers adopt toward engineering learning and knowledge are consequential for the…
Descriptors: Epistemology, Science Instruction, Beginning Teachers, Elementary School Teachers
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Worsley, Marcelo; Blikstein, Paulo – International Journal of Artificial Intelligence in Education, 2018
This paper presents three multimodal learning analytic approaches from a hands-on learning activity. We use video, audio, gesture and bio-physiology data from a two-condition study (N = 20), to identify correlations between the multimodal data, experimental condition, and two learning outcomes: design quality and learning. The three approaches…
Descriptors: Multimedia Materials, Correlation, Outcomes of Education, Design
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Cartwright, Chris; Stevens, Michael; Schneider, Katharina – Frontiers: The Interdisciplinary Journal of Study Abroad, 2021
Constructing the learning outcomes and designing the optimal learning environment are valuable practices in teaching and learning endeavors. Doing so for intercultural learning requires a deft balance of learner inputs and instructional acumen. Assessment of intercultural competence is an essential component since it offers learners and…
Descriptors: Outcomes of Education, Study Abroad, Learning Experience, Instructional Design
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