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Brian Alvin Hananto – International Journal of Designs for Learning, 2024
Project-based learning is an effective method for students' learning design. For the "Graphic Design for Interactive Entertainment" elective course, the author uses project-based learning to teach UI and UX design to Universitas Pelita Harapan's Visual Communication Design Department students. For the project, the author designed a game…
Descriptors: Foreign Countries, Communications, Design, Active Learning
Betsy Gilbertson; Stephanie Shepherd; Jeffrey Fergus – International Journal of Designs for Learning, 2024
This design case explores the development of tools to foster diversity, equity, inclusion, and justice (DEIJ) in course design and teaching at a predominantly white institution. We designed a suite of tools for instructional designers and faculty to review online courses, helping to ensure quality course design and meaningful learning experiences…
Descriptors: Ethics, Courses, Design, Diversity Equity and Inclusion
Brett Cook-Snell – International Journal of Designs for Learning, 2024
This design case presents my experiences, successes, and challenges, in the design and delivery of a six-week special topics course on culturally inclusive instructional design. The course was delivered synchronously with a diverse group of 15 individuals enrolled in the instructional design and technology degree program. The focus of the course…
Descriptors: Instructional Design, Courses, Inclusion, Culturally Relevant Education
K. E. Rajcic – International Journal of Designs for Learning, 2023
This design case is about Emotional Design Theory in application to the design of pandemic face masks. As we know designers rely strongly on theoretical knowledge in making design moves. To understand how students may learn to apply theory, research was conducted to test the effectiveness of an assessment called Design CUE (Conceptual…
Descriptors: Psychological Patterns, Design, Instructional Design, Introductory Courses
Melanie W. Jensen; Rebecca N. Nissen; Isaac Munoz Moreno; Fanny E. Bondah; Pamela P. Smalley; Toni E. Pilcher; Karina M. Jackson; Adriana Alba; Royce Kimmons – International Journal of Designs for Learning, 2024
In this design case, we review the iterative process of designing EdTech Books (ETB)--an online platform through which open educational resources can be published and accessed by the public. We discuss the context and framework within which the platform was created. We then review the chronology of the platform's evolution through the lens of…
Descriptors: Open Educational Resources, Educational Technology, Design, Electronic Books
Deborah Ann Lowe; Rebecca Derr; Alexandra Molleck – International Journal of Designs for Learning, 2024
The purpose of our instructional design team is to service the faculty and staff of a multi-campus state university system with pay and benefits educational programming. Our learning population includes the university's diverse workforce of over 25,000 benefits-eligible employees. We support faculty and staff with resources to make informed…
Descriptors: Social Justice, Instructional Design, Team Training, Teamwork
Joshua Gabai; Matthew Berland – International Journal of Designs for Learning, 2021
In this design case, we describe The Handwavey Game (Handwavey)--a tabletop, cooperative role-playing game created to study how people can come to converge on novel physical gestures around meaning. In Handwavey, players are novice wizards who cast spells through signaling abstract images with hand movements: success is rewarded in-game and…
Descriptors: Games, Nonverbal Communication, Design, Research Methodology
Jessica Hammer; Moyra Turkington – International Journal of Designs for Learning, 2021
Role-playing games offer powerful opportunities for players to engage with history, such as allowing players to fictionally situate themselves in a historical period. When it comes to the Holocaust, however, games face serious issues such as the potential trivialization of the Holocaust or players learning to blame the victims. In this design…
Descriptors: Role Playing, Death, Jews, Educational History
Sébastien Proulx – International Journal of Designs for Learning, 2021
The research phase preluding a design capstone project is challenging for both students and instructors. In a situation where students are free to work on a topic of their choosing, a preset, generic research design is not suitable. Imposing a rigid framework would endanger the possibility of students truly examining and capturing the complexity…
Descriptors: Teaching Methods, Capstone Experiences, Student Projects, Research Design
Zixi Li; Chen Feng – International Journal of Designs for Learning, 2024
This design case focused on the design of an intervention set aimed at capturing and sharing tacit knowledge in the workplace. The design case demonstrated the design process of expanding a single chatbot intervention into a comprehensive hybrid intervention set to cooperate with learners of different technology competencies and learning needs.…
Descriptors: Knowledge Level, Technological Literacy, Intervention, Knowledge Management
Vanessa Svihla; Megan Jacobs; Tim Castillo; Mary Tsiongas; Leah Buechley; Drew Trujillo; Amy Traylor; Megan Tucker; Reuben Fresquez; Jaziel Cervantes-Carreon; Sydney Nesbit – International Journal of Designs for Learning, 2024
Speculative design, as a diverse set of methods that aim to offer critique, can be challenging to engage productively. In this design case, we share how a prior, stalled design project--an ambitious vision of interdisciplinary design education partnered with business and housing development projects in Santa Fe, New Mexico--provided compelling…
Descriptors: Design, Futures (of Society), Interdisciplinary Approach, College Faculty
Owen Gottlieb; Ian Schreiber – International Journal of Designs for Learning, 2020
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on…
Descriptors: Game Based Learning, Educational Games, History Instruction, Design
Dayae Yang; Theodore J. Kopcha – International Journal of Designs for Learning, 2022
Computer programming has become an essential part of K12 education, promoted as a way for students to engage in computational thinking that helps develop students' ability to analyze and solve problems and prepare them for future careers. Tabletop board games are seen as an effective means to help students learn computer programming. Several board…
Descriptors: Educational Games, Design, Programming, Computer Science Education
Matthew Gaydos – International Journal of Designs for Learning, 2021
Over the past 15 years, various government agencies in Singapore have supported educational game development and research, producing multiple digital games (e.g., "Legends of Alkhemia," "Statecraft X"), and non-digital games (e.g., "Green City Blues," "Money Matters"). Although these games had been…
Descriptors: Educational Games, Design, Foreign Countries, Game Based Learning
Craig D. Howard; John W. Baaki – International Journal of Designs for Learning, 2021
This article presents two similar design cases and a discussion of how like values resulted in dissimilar design moves. Both cases were gamified learning activities for graduate students in instructional design. Both interventions employed rapid prototyping and were delivered synchronously in an at-a-distance setting. This article compares the two…
Descriptors: Design, Instructional Design, Learning Activities, Graduate Students