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Sedef Süner-Pla-Cerdà; Elif Öztürk; Canan Emine Ünlü – Education and Information Technologies, 2025
Design education embodies distinctive pedagogical practices rooted in experiential learning, frequent interactions between students and instructors, reflective dialogues through project deliverables, and enculturation through activities and encounters facilitated by a physical studio setting. Contrasting the traditional lecture-based format, the…
Descriptors: Studio Art, Design, Architecture, Building Design
Khaleel Asyraaf Mat Sanusi; Daniel Majonica; Deniz Iren; Nardie Fanchamps; Roland Klemke – Education and Information Technologies, 2024
Developing immersive learning systems is challenging due to their multidisciplinary nature, involving game design, pedagogical modelling, computer science, and the application domain. The diversity of technologies, practices, and interventions makes it hard to explore solutions systematically. A new methodology called Multimodal Immersive Learning…
Descriptors: Taxonomy, Multimedia Materials, Innovation, Creativity
Monsalve-Pulido, Julian; Aguilar, Jose; Montoya, Edwin – Education and Information Technologies, 2023
The adaptation of traditional systems to service-oriented architectures is very frequent, due to the increase in technologies for this type of architecture. This has led to the construction of frameworks or methodologies for adapting computational projects to service-oriented architecture (SOA) technology. In this work, a framework for adaptation…
Descriptors: Artificial Intelligence, Information Technology, Design, Governance
Davy Tsz Kit Ng; Jiahong Su; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Artificial intelligence (AI) education has gained popularity, and educators are developing activities to enhance students' AI literacy and promote collaboration in problem-solving. While current approaches using simulations and games can improve students' AI knowledge, they may not adequately prepare them for higher-level cognitive tasks. Only a…
Descriptors: Artificial Intelligence, Technological Literacy, Secondary School Students, Case Studies
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
Tatli, Zeynep; Çelenk, Göksel; Altinisik, Derya – Education and Information Technologies, 2023
In this study, it is aimed to examine and analyze virtual museums in accordance with design and perception of social presence. In this context, virtual museums that offer free access internationally were identified and accepted as documents. Document analysis, one of the qualitative research methods, was used in the study. Each of the virtual…
Descriptors: Museums, Computer Simulation, Art, Design
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
Tyler Gaspich; Insook Han – Education and Information Technologies, 2024
Design thinking and virtual reality continue to infiltrate the K-12 landscape, with incredible promise for fostering deeper engagement with content. Design thinking in particular embodies maker education's beliefs in learning through building, but with the added caveat of solving real-world problems with the consideration of others' perspectives.…
Descriptors: Computer Simulation, Design, Thinking Skills, Perspective Taking
Duygu Mutlu-Bayraktar – Education and Information Technologies, 2024
This study provides a current systematic review of emotional design research in the multimedia learning domain and explores how emotional design is studied in multimedia learning. All studies on emotional design in multimedia learning published until 2023 were examined thoroughly. In this study, 51 journal articles were identified based on PRISMA…
Descriptors: Literature Reviews, Multimedia Materials, Design, Psychological Patterns
Li, Qiang; Liu, Ze-xue; Wang, Peng; Wang, Jing-jing; Luo, Tian – Education and Information Technologies, 2023
Computational thinking (CT) and design thinking (DT) are critical tools for students to improve their problem-solving abilities. CT is most commonly used in science and technology fields such as computer science and mathematics, whereas DT is more commonly used in the design field. This study evaluates the impact of art programming education on…
Descriptors: College Students, Art Education, Design, Thinking Skills
Lim, Tristan; Gottipati, Swapna; Cheong, Michelle; Ng, Jun Wei; Pang, Christopher – Education and Information Technologies, 2023
There are known issues in authentic assessment design practices in digital education, which include the lack of freedom-of-choice, lack of focus on the multimodal nature of the digital process, and shortage of effective feedbacks. This study looks to identify an assessment design construct that overcomes these issues. Specifically, this study…
Descriptors: Performance Based Assessment, Design, Electronic Learning, Gamification
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
Chang, Chi-Cheng; Chen, Tseng-Chuan – Education and Information Technologies, 2023
The study aimed to examine how emotional design and digitalization/mobilization of textbooks influence students' emotion, cognitive load, and cognitive performance. Research samples were 147 undergraduate students enrolling in the "Introduction to Internet" course at a university. They were randomly divided into three groups: 51 students…
Descriptors: Textbooks, Undergraduate Students, Psychological Patterns, Cognitive Processes
Tülin Haslaman; Filiz Kuskaya Mumcu; Nilüfer Atman Uslu – Education and Information Technologies, 2024
The present study illustrates digital storytelling (DS) as an open-ended learning environment, which is one of the ways of preparing pre-service teachers (PST) to practice computational thinking (CT) in their future teaching. An 8-week teacher training program was organized and presented. The study aims to investigate the program's impact on the…
Descriptors: Computation, Thinking Skills, Story Telling, Educational Technology
Mandran, Nadine; Vermeulen, Mathieu; Prior, Estelle – Education and Information Technologies, 2022
This article presents a method to help PhD candidates in the implementation of Design-Based Research (DBR). It focuses on a process and a set of guides designed to accompany doctoral candidates in the different stages of their thesis. It also proposes a tenth principle concerning the definition of indicators used to drive the thesis. Evaluation is…
Descriptors: Doctoral Students, Doctoral Programs, Doctoral Dissertations, Supervisors