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Pinar Baspinar; Jale Çakiroglu; Engin Karahan – Science Insights Education Frontiers, 2024
Astronomy education is essential for STEM education in primary schools, and integrating engineering design-based science education enhances student engagement and achievement in the field of space science. Integrating engineering design into science education is essential for students to excel in astronomy and to meet the requirements of…
Descriptors: Science Instruction, Middle Schools, Grade 6, Astronomy
Bulut, Derman; Samur, Yavuz; Cömert, Zeynep – Smart Learning Environments, 2022
In the 2020s, it is clear that children now spend most of their days in front of the screen. During screen time, playing games is one of the most important activities of children. However, technology is developing day by day and innovations are quickly becoming a natural part of life. Therefore, children now need to be creative people who produce…
Descriptors: Grade 5, Grade 6, Creative Thinking, Educational Technology
Jinbo Tan; Kinshuk; Lei Wu – Educational Technology Research and Development, 2024
The role of creativity has been well recognized in wholesome development of children's personality and attitude. Among various approaches to foster creativity in children, design thinking (DT) has emerged as a significant approach. The study presented in this paper explores the implementation of DT into maker education to help K-12 students…
Descriptors: Design, Thinking Skills, Elementary Secondary Education, Creativity
Furkan Kalyoncu; Hasan Karal – Education and Information Technologies, 2025
The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the "Computer Systems" subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently…
Descriptors: Computer Simulation, Technology Uses in Education, Design, Material Development
Nicolas Pope; Juho Kahila; Henriikka Vartiainen; Matti Tedre – IEEE Transactions on Learning Technologies, 2025
The rapid advancement of artificial intelligence and its increasing societal impacts have turned many computing educators' focus toward early education in machine learning (ML). Limited options for educational tools for teaching novice learners about the mechanisms of ML and data-driven systems presents a recognized challenge in K-12 computing…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Computer Science Education, Grade 4
Sandra Vorensky – Mathematics Teacher: Learning and Teaching PK-12, 2024
The Great Mini-Golf Project requires students to use a ruler to identify measurements to the quarter-inch, with careful precision and accuracy, which supported the Standards for Mathematical Practice 5 and 6: using appropriate tools to solve mathematical problems with precision (NGA Center & CCSSO, 2010). This project also supported Standard…
Descriptors: Mathematics Instruction, Geometry, Measurement, Athletics
Mirac Furkan Bayar; Yasemin Tas – International Journal of Technology and Design Education, 2024
This study examined the effect of design-based science instruction (DBSI) on sixth grade students' science achievement, as well as their development in relation to science process skills. 213 sixth grade students from three public schools participated in the study. A pilot was conducted in the unit of Systems of the Human Body and the main study…
Descriptors: Science Achievement, Grade 6, Public Schools, Design
Lili Yan; Breanne K. Litts; Melissa Tehee; Stuart Baggaley; Jennifer Jenkins – British Journal of Educational Technology, 2025
Although education is framed as a future-oriented enterprise, we often fail to serve the diverse futurities of youth, particularly in formal learning environments. The cultural norms of formal learning environments are rooted in dominant ways of being and knowing and this shapes how learning environments and learning technologies can be designed.…
Descriptors: Student Projects, Cultural Awareness, Multimedia Materials, Design
Güler Nalbantoglu, Fulden; Çakiroglu, Jale; Yilmaz Tüzün, Özgül – Journal of Inquiry Based Activities, 2023
The aim of this study is to present the implementation steps of an engineering design process-based activity. The activity was implemented with 6th-grade students; 21 students were involved. Various visuals were used to attract the students' attention during the introduction of the activity, and discussions were held about engineers and…
Descriptors: Middle School Students, Engineering Education, Design, Learning Activities
Kai-Lin Yang; Chia-Yang Chen – Education and Information Technologies, 2024
Game-based learning, which includes non-digital and digital games, highlights the benefits of games in terms of players' learning and engagement. Whereas contemporary research focuses more on digital than non-digital game-based learning, more studies shall compare the effects between the two types of game-based learning and their integration. This…
Descriptors: Game Based Learning, Computer Games, Spatial Ability, Grade 5
O'Reilly, James; Barry, Brendan – Irish Educational Studies, 2023
Computer-Aided Design (CAD) and 3D printing are not new technologies but are technologies which, in recent years, have become more accessible to hobbyists and enthusiasts. Engaging with these technologies allows the user to investigate and manipulate virtual and physical 3D shapes, which may affect spatial awareness. The literature suggests that…
Descriptors: Computer Assisted Design, Computer Peripherals, Printing, Mathematics Skills
Whitney Lowery Oberndorf – ProQuest LLC, 2023
Nearly one-fifth of U.S. children attend rural schools; however, these students have fewer opportunities for high-quality STEM learning. Rural students are also less likely to attend college and less likely to enroll in STEM majors than their urban and suburban peers. In conjunction with these factors, female students are also less likely to…
Descriptors: Engineering Education, Design, Rural Schools, Females
Chotika Wanglang; Kobkiat Sraubon; Pallop Piriyasurawong – Higher Education Studies, 2024
This research aims to develop a combining game-based learning with design thinking using block-based programming to enhance computational thinking and creative games for primary students and will be referred to as game-based learning from now on. The purpose of this research is to 1) develop a model for game-based learning, 2) develop the system…
Descriptors: Game Based Learning, Design, Thinking Skills, Programming
Durmus Burak; Mehmet Gultekin – Technology, Knowledge and Learning, 2024
In this study, it was aimed to implement and evaluate an adaptive learning environment (ALE) designed according to the learner characteristics of 4th grade primary school students and integrate educational hypermedia environments with face-to-face teaching. Via a preliminary study carried out in accordance with this purpose, the variables that…
Descriptors: Educational Environment, Design, Grade 4, Elementary School Students
Xinyu Li; Juanjuan Chen; Hongjie Fu – International Journal of Technology and Design Education, 2024
Creativity is an important skill in the 21st century, and design thinking has been proposed as a methodology for fostering creativity. Design creativity involves two non-rational aspects: motivation and empathy. However, little is known about how empathy and motivation work in synergy with creativity. This study explored the underlying mechanisms…
Descriptors: Creativity, Creative Thinking, Design, Empathy