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Nagle, Tadhg; Birkbeck, Gail; Daly, Niamh; Jones, Sharon; O'Sullivan, John; Sammon, David – Journal of Information Systems Education, 2023
This study shares the direct experiences of designing and implementing methodological "learning-by-doing" for Action Design Research (ADR) within a 5-credit module that condenses the realities of completing a full ADR project without compromising the rigour of the approach. The module is described in detail, along with the specifics of…
Descriptors: Action Research, Design, Outcomes of Education, Research Methodology
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
Gerti Pishtari; María Jesús Rodríguez-Triana; Luis P. Prieto; Adolfo Ruiz-Calleja; Terje Väljataga – Journal of Computer Assisted Learning, 2024
Background: In the field of Learning Design, it is common that researchers analyse manually design artefacts created by practitioners, using pedagogically-grounded approaches (e.g., Bloom's Taxonomy), both to understand and later to support practitioners' design practices. Automatizing these high-level pedagogically-grounded analyses would enable…
Descriptors: Electronic Learning, Instructional Design, Active Learning, Inquiry
Bisz, Joe; Mondelli, Victoria L. – Teachers College Press, 2023
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: (1) Ask where to apply the play; (2) List the mental moves;…
Descriptors: Design, Active Learning, Educational Games, Game Based Learning
Jeanna de Haan-Topolscak; Merle Ebskamp; Pauline Vos-de Tombe – Design and Technology Education, 2024
This pilot study investigates the way that young students and teachers of a Dutch Science Technology Engineering and Mathematics (STEM) secondary school subject Research and Design (R&D) reason about the concept of 'model'. The core of the Dutch Technasium secondary school course Research and Design curriculum (R&D is in Dutch called…
Descriptors: Foreign Countries, Secondary School Students, Secondary School Teachers, STEM Education
Rodriguez-Triana, Maria Jesus; Prieto, Luis P.; Dimitriadis, Yannis; de Jong, Ton; Gillet, Denis – Journal of Learning Analytics, 2021
Orchestrating technology-enhanced learning is a difficult task, especially in demanding pedagogical approaches like inquiry-based learning (IBL). To foster effective teacher adoption, both the complexity of designing IBL activities and the uncertainty about the student learning path during enactment need to be addressed. Previous research suggests…
Descriptors: Learning Analytics, Design, Instructional Design, Inquiry
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
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
G. Mauricio Mejía; Yumeng Xie; Luca Simeone; Stephanie Tomlin – International Journal of Art & Design Education, 2025
As design becomes more oriented towards strategy, services and systems, design learning is no longer something apprentices can develop only with masters' input and critique. Further, the experimentation and reflection commonly occurring inside studio-based education is insufficient. Real-world or live projects offer an alternative to learning…
Descriptors: Design, Art Education, Strategic Planning, Skill Development
Päivi Sanerma; Outi Ahonen; Anna Rauha; Hanna Naakka; Sami Perälä; Merja Männistö – Cogent Education, 2024
The increasing digitalization of working methods require new competencies from health and social care professionals. In addition, the development of person-centered digital health and social services call for interprofessional expertise and a social community with a unified language and culture. This study analyzes how the renewed model of…
Descriptors: Interprofessional Relationship, Student Experience, Design, Development
Pessoa, M. V. Pereira – European Journal of Engineering Education, 2023
Real-world design settings can be complex, ill-structured, open and typically uncertain and/or ambiguous about their goals and solution paths. This study contributes to understanding how to work with these types of problems in a course project setting. The main objective of the study is to identify, propose and validate a set of practical…
Descriptors: Guidelines, Teaching Methods, Engineering Education, Active Learning
Chau, Hing-Wah; Jamei, Elmira; Li, Mengbi – Innovations in Education and Teaching International, 2023
Block mode delivery is widely practised in higher education institutions across the world. It is popular at postgraduate level, such as in business and management fields, but is less common at undergraduate level, especially for studio design teaching. There is a lack of literature on the block mode delivery for studio design teaching. The aim of…
Descriptors: Design, Teaching Methods, Higher Education, Undergraduate Students
Emel Birer; Esin Hasgül; Elif Gizem Metin – International Journal of Art & Design Education, 2025
Design education includes many pursuits that deal with creativity, thinking and visual communication techniques in the learning process. This study aims to create a participatory learning algorithm based on a location, while measuring the spatial impact through an emergent situation. The exemplified issue is determined as fire that emerged due to…
Descriptors: Design, Algorithms, Climate, Environmental Education
Tyflopoulos, Evangelos; Haskins, Cecilia; Steinert, Martin – Education Sciences, 2021
Topology optimization (TO) has been a useful engineering tool over the last decades. The benefits of this optimization method are several, such as the material and cost savings, the design inspiration, and the robustness of the final products. In addition, there are educational benefits. TO is a combination of mathematics, design, statics, and the…
Descriptors: Mathematics, Design, Engineering Education, Undergraduate Students
Byran J. Smucker; Nathaniel T. Stevens; Jacqueline Asscher; Peter Goos – Journal of Statistics and Data Science Education, 2023
The design and analysis of experiments (DOE) has historically been an important part of an education in statistics, and with the increasing complexity of modern production processes and the advent of large-scale online experiments, it continues to be highly relevant. In this article, we provide an extensive review of the literature on DOE…
Descriptors: Statistics Education, Data Science, Experiments, Teaching Methods