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Özge Kaya; Kader Sürmeli – Online Submission, 2024
This study investigated how history education can be transferred to the virtual world in line with aesthetic and reality concerns through computer-aided design programs and how this transfer can contribute to the instructiveness of historical science. The study hypothesized that advanced technologies enable more effective visualization of…
Descriptors: History Instruction, Computer Assisted Design, Game Based Learning, Electronic Learning
Nurtanto, Muhammad; Sofyan, Herminarto; Pardjono, Pardjono – Online Submission, 2020
ICT is an important part of the development of secondary education in many countries and becomes a debate subject for its impact on behavior, culture, and society. The addition of new technologies in learning process, especially Vocational Education (VE) can attract attention and even increase the learning speed. However, attentions must be placed…
Descriptors: Electronic Learning, Information Technology, Computer Assisted Design, Computer Simulation
Eder, Wolfgang Ernst – Online Submission, 2013
"Design" can be a noun, or a verb. Six paths for research into engineering design (as verb) are identified, they must be coordinated for internal consistency and plausibility. Design research tries to clarify design processes and their underlying theories--for designing in general, and for particular forms, e.g., design engineering. Theories are a…
Descriptors: Design, Engineering, Art, Theories
Rouse, Sharon M. – Online Submission, 2012
(Purpose) The purpose of this paper was to examine the issues associated with bringing new technology into the classroom, in particular, the vocational/technical classroom. (Methodology) A new Haas 5 axis vertical Computer Numerical Control machining center was purchased to update the CNC machining curriculum at a community college and the process…
Descriptors: Experimental Groups, Computer Software, Computers, Educational Technology
Peppler, Kylie A.; Kafai, Yasmin B. – Online Submission, 2007
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design…
Descriptors: Video Games, Ethnography, Ethics, Literacy
Ercan, Tuncay; Sahin, Yasar Guneri – Online Submission, 2007
Course descriptions prepared by the lecturers in the beginning of the academic year do not get any feed back from the students enrolled it. These syllabuses are not only used for the future semesters, but also used by the other lecturers without even making any changes. This causes a negative effect on the student education since many of the…
Descriptors: Knowledge Level, Measures (Individuals), Course Descriptions, Computer Networks
Gallová, Mária, Ed.; Guncaga, Ján, Ed.; Chanasová, Zuzana, Ed.; Chovancová, Michaela Moldová, Ed. – Online Submission, 2013
Purpose: The purpose of this scientific monograph is to show new and creative approaches to different school subjects in primary and secondary level. Methodology: Interdisciplinary and international comparative approaches were used. Now according to the 7th Framework Program, the preferred form of Science Education (www.scientix.eu) is preferred…
Descriptors: Elementary Secondary Education, Interdisciplinary Approach, Intellectual Disciplines, Comparative Analysis
Karakirik, Erol; Durmus, Soner – Online Submission, 2005
The development of abstract mathematical thinking is an essential part of mathematics and the geometry is regarded as a suitable domain to serve this purpose. As different technologies such as computers and graphing calculators are widely being used, curriculum developers on geometry should take these technologies into consideration. Several…
Descriptors: Geometric Concepts, Geometry, Mathematics Instruction, Curriculum Development