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Showing 1 to 15 of 241 results Save | Export
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Vishesh Kumar; Peter Wardrip; Rebecca Millerjohn – Educational Technology Research and Development, 2024
Makerspaces, especially in their diverse proliferating forms, support a broad variety of learning outcomes. There is rich work in attempting to understand and describe these learning goals. Yet, there is a lack of support for practitioners and educators to assess the learning in events and programming at makerspaces (and similar environments)…
Descriptors: Shared Resources and Services, Observation, Evaluation Methods, Program Evaluation
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Szczepanska, Timo; Antosz, Patrycja; Berndt, Jan Ole; Borit, Melania; Chattoe-Brown, Edmund; Mehryar, Sara; Meyer, Ruth; Onggo, Stephan; Verhagen, Harko – International Journal of Social Research Methodology, 2022
GAM, combining games and agent-based models, shows potential for investigating complex social phenomena. Games offer engaging environments generating insights into social dynamics, perceptions, and behaviours, while agent-based models support the analysis of complexity. Games and agent-based models share the important ability both to input and…
Descriptors: Games, Design, Models, Social Influences
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Yildirim, Ibrahim; Cirak-Kurt, Sevilay – Education Reform Journal, 2022
Plenty of research has been carried out in order to determine the effect of gamification on learner motivation. The purpose of this study was to combine the experimental research results examining the effect of gamification on learner motivation and conducted between the years of 2010-2017 through a meta-analysis. The random effects model was used…
Descriptors: Gamification, Student Motivation, Design, Meta Analysis
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Nandita Bhanja Chaudhuri; Debayan Dhar – International Journal of Technology and Design Education, 2024
Evaluation in Design education is subjective and generally depends upon the pedagogues' personal perspective. Conducting subjective evaluation on a large scale is associated with multiple challenges; therefore, digitized evaluation is integral to maintain consistency in the evaluation process. This systematic literature review utilized SCOPUS, Web…
Descriptors: Creativity, Design, Evaluation Methods, Research Methodology
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Suarman Halawa; Tzu-Chiang Lin; Ying-Shao Hsu – International Journal of STEM Education, 2024
This study aimed to analyze articles published in the Web of Science database from 2012 to 2021 to examine the educational goals and instructional designs for STEM education. We selected articles based on the following criteria: (a) empirical research; (b) incorporating instructional design and strategies into STEM teaching; (c) including…
Descriptors: STEM Education, Kindergarten, Elementary Secondary Education, Career Choice
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Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
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Ya Xiao; Khe Foon Hew – Interactive Learning Environments, 2024
In recent years, many studies have highlighted the need to go beyond the "one-size-fits-all" gamification approach to tailored or personalised gamification to optimise students' engagement based on their user attributes. However, little is known about its effectiveness on student engagement. To advance the understanding of personalized…
Descriptors: Individualized Instruction, Gamification, Student Participation, Learner Engagement
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Matthews, Benjamin; Shannon, Barrie; Roxburgh, Mark – International Journal of Art & Design Education, 2023
Digital automation is on the rise in a diverse range of industries. The technologies employed here often make use of artificial intelligence (AI) and its common form, machine learning (ML) to augment or replace the work completed by human agents. The recent emergence of a variety of design automation platforms inspired the authors to undertake a…
Descriptors: Artificial Intelligence, Automation, Design, Electronic Learning
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Tunga, Yeliz; Cagiltay, Kursat – Education and Information Technologies, 2023
Eye movement modeling examples (EMME) are novel types of video modeling examples that contain additional eye-movement recordings of the model to provide attentional guidance. Increasing demand in using instructional videos and interest in using eye-tracking in education makes EMME an appealing research subject. Hence, this study aims to…
Descriptors: Models, Eye Movements, Video Technology, Attention
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Black, Melissa Heather; McGarry, Sarah; Churchill, Lynn; D'Arcy, Emily; Dalgleish, Julia; Nash, Isabelle; Jones, Alisala; Tse, Tin Yan; Gibson, Jane; Bölte, Sven; Girdler, Sonya – Autism: The International Journal of Research and Practice, 2022
Until recently, built environments have been designed exclusively to meet the needs of neurotypical populations; however, there is increasing recognition of the need to make built environments more accommodating for neurodiverse populations, including autistic individuals. This scoping review aims to comprehensively explore and synthesise this…
Descriptors: Autism Spectrum Disorders, Environmental Influences, Design, Space Utilization
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Amber M. Davis; Gyasi Burks-Abbott; Octaviano Merecias; Bonnie K. Swenor – Autism: The International Journal of Research and Practice, 2025
The needs of the Black/African American population in the United States have historically been neglected in research, including in the development of therapies and services to support people with autism. The scope of interventions to support autistic people that are designed or adapted to be culturally responsive to the Black American population…
Descriptors: Autism Spectrum Disorders, African Americans, Media Adaptation, Intervention
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Kimberly Mullins; Mary-Kate Boyd-Byrnes – College & Research Libraries, 2024
Using data from a learning module embedded in all first-year seminars, researchers found evidence suggesting that librarians are uniquely qualified to deliver information literacy instruction compared to campus faculty. The study analyzes writing assignments from first-year modules taught by either librarians or campus faculty for two academic…
Descriptors: Academic Libraries, Writing Assignments, Library Instruction, Reflection
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Rizky Amelia; Zamzani; Ali Mustadi; Chairil Faif Pasan – Pegem Journal of Education and Instruction, 2024
Teachers must carry out innovation and learning reform to face digital transformation. Teachers must be able to find the right formula for preparing effective learning plans that suit the needs of students to meet the challenges of the 21st century. This research explores how primary teachers' understanding of the design and subsequent use of…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Teachers, Teacher Competencies
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Paula Marcelle; Okan Arslan; Aishat Balogun; Monalisa Dash – Journal of Visual Literacy, 2024
The purpose of this paper is to examine how infographics are used in the dynamics of designing or creating in the teaching and learning process. Utilising a bibliometric approach and content analysis, we examined a sample of 760 documents from the Web of Science and Scopus databases with no lower time limit until November 2023. The analyses aimed…
Descriptors: Visual Literacy, Computer Graphics, Visual Aids, Visual Learning
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Jackson, Andrew; Godwin, Allison; Bartholomew, Scott; Mentzer, Nathan – International Journal of Technology and Design Education, 2022
Iteration and improvement are important attributes of design, tacitly indicating that failure is also a part of the process. There are different conceptions of failure in engineering contexts than in other academic settings. Therefore, for beginning designers, these failure experiences may be perceived as mishaps, lowering confidence or interest.…
Descriptors: Failure, Engineering, Design, STEM Education
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