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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
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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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Michele Dickey – Journal of Educational Multimedia and Hypermedia, 2025
Instructional design is a design discipline that bridges science and arts-based practices. It has a long history of borrowing from various fields of design. Experience Design (XD) is a relatively new field that holds relevance for instructional design because, as a multidisciplinary approach, XD focuses on creating meaningful user experiences and…
Descriptors: Instructional Design, Learning Experience, Educational Environment, Design
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Afra Çalik; Ali Sen; Zeynep Aydin; Ercan Altug Yilmaz – International Society for Technology, Education, and Science, 2023
Gamification is an approach that solves real-life motivational problems with game design techniques by target a long-term behavioral change in participants. However, the application models in gamification design are limited and lack a holistic approach in scope. While existing models may seem sufficient on their own, they tend to focus on certain…
Descriptors: Gamification, Behavior Change, Holistic Approach, Design Requirements
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Chougui, Ali – International Online Journal of Education and Teaching, 2022
This pedagogical paper presents an approach to urban design taught in the "Complex Densities Studio" CDS of the Institute of Architecture and Earth Sciences of Setif (IAST). This approach is based on urban analysis and scenario building, the use of parametric tools, and the constitution of reusable "parametric actions". The…
Descriptors: Urban Planning, Design, Building Design, Architectural Education
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Ellinor Hultmark; Susanne Engström; Annica Gullberg – International Journal of Technology and Design Education, 2024
Understanding the reasoning in the design process is essential to comprehend design practice and promote students' learning. Followingly, to effectively support students through the design process, it is crucial to pay attention to their reasoning. Therefore, in this study, we have built a model for students' reasoning in the design process in…
Descriptors: Holistic Approach, Thinking Skills, Design, Technology Education
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Conrad, Jenni; Gallagher, Jennifer – Social Education, 2023
Critical inquiries--those seeking to disrupt and alleviate injustice--amplify the stakes and challenges of designing effective compelling questions. Teachers must navigate decisions about what constitutes an injustice, which perspectives are legitimate, and how to maintain a focus on justice and equity while neither indoctrinating students nor…
Descriptors: Questioning Techniques, Design, Criticism, Inquiry
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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
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Bielik, Tom; Stephens, Lynn; McIntyre, Cynthia; Damelin, Daniel; Krajcik, Joseph S. – Journal of Science Education and Technology, 2022
Developing and using models to make sense of phenomena or to design solutions to problems is a key science and engineering practice. Classroom use of technology-based tools can promote the development of students' modelling practice, systems thinking, and causal reasoning by providing opportunities to develop and use models to explore phenomena.…
Descriptors: Learning Activities, Models, Technology Uses in Education, Thinking Skills
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Nguyen Hoang Thuan; Pedro Antunes – International Journal of Technology and Design Education, 2024
Design thinking dispositions are essential for students to understand why design thinking knowledge should be applied to perform specific tasks. However, few studies are focused on teaching design thinking dispositions. This study proposes a conceptual model that supports teaching design thinking dispositions to address this gap. The model was…
Descriptors: Design, Thinking Skills, Teaching Methods, Models
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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
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Genç, Mehmet Ali; Özalp Hamarta, Hatice Kübra – Participatory Educational Research, 2022
In this study, a lesson model created and applied by the researcher for the distance teaching of the Art Education Basic Design course, which is one of the practice-based courses among higher education courses, is presented. It is aimed to evaluate the results of this proposed lesson model. The case study design was used in the study, which used…
Descriptors: Models, Art Education, Design, Distance Education
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Cano-Moreno, Juan David; Arenas Reina, José Manuel; Sánchez Martínez, Francisca Victoria; Cabanellas Becerra, José María – International Journal of Technology and Design Education, 2022
One of the popular creativity methods to solve technical problems is the Theory of Inventive Problem Solving, (TRIZ), however, requires a considerable investment of time. A teaching methodology for a simplified version of TRIZ (TRIZ10) has been developed for reducing learning time and improving the creative process in solving technical problems.…
Descriptors: Problem Solving, Creativity, Engineering Education, Design
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Renata Kuba; Allan Jeong – Journal of Visual Literacy, 2024
This study examined the visual design processes and strategies used by design experts and non-design college students when composing an infographic. All participants created an infographic on a personal computer and were asked to think aloud as they performed the task. The goal was to identify differences in the strategies utilised to produce…
Descriptors: College Students, Visual Aids, Computer Graphics, Design
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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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