Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Computer Software | 3 |
Design | 3 |
Information Technology | 3 |
Case Studies | 2 |
Foreign Countries | 2 |
Student Attitudes | 2 |
Teaching Methods | 2 |
Undergraduate Students | 2 |
Academic Degrees | 1 |
Access to Computers | 1 |
Art Education | 1 |
More ▼ |
Source
Design and Technology… | 3 |
Author
Allan, Denise | 1 |
Arango, Hugo Dario | 1 |
Chandrasekera, Tilanka | 1 |
Gibbs, William J. | 1 |
Mejia-Puig, Luis Alfonso | 1 |
Thompson, Paul | 1 |
Vettese, Samantha | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Elementary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Mejia-Puig, Luis Alfonso; Arango, Hugo Dario; Chandrasekera, Tilanka – Design and Technology Education, 2022
The purpose of this study was to explore design student's perceptions over traditional and digital mediums within the design process. In this research, a convenient sample of design students was selected from two universities between Latin America and North America to respond a questionnaire which inquired for the design steps and the type of…
Descriptors: Design, Teaching Methods, Student Attitudes, Undergraduate Students
Gibbs, William J. – Design and Technology Education, 2022
The ambiguous identity of the digital media field, the ubiquity of media, and rapid and persistent technological change and innovation pose inimitable challenges for academic programs in digital media. Digitization of media is an underlying impetus for today's rapid innovation that compels related academic programs in higher education to…
Descriptors: Design, Thinking Skills, Epistemology, Information Technology
Allan, Denise; Vettese, Samantha; Thompson, Paul – Design and Technology Education, 2018
In this article, the researchers investigate different ways in which school age, 'generation net' children learn, through non-linear, mediated, collaborative 'making' environments, enabled by informal club settings and online 'builder' gaming and groups. In addition to this, the study will investigate these learning methods in relation to…
Descriptors: Design, Learning Processes, Clubs, Informal Education