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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
Candace M. Boesiger – ProQuest LLC, 2024
Adjuncts continue to be an integral part of higher education; however, they are rarely onboarded at higher education institutions. Onboarding involves systematically introducing a new employee to an organization's values, processes, and procedures. For adjuncts, they also need formalized training in pedagogy. Without onboarding adjuncts, higher…
Descriptors: Design, Thinking Skills, Adjunct Faculty, Staff Orientation
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Schmidt, Matthew; Lu, Jie; Luo, Wenjing; Cheng, Li; Lee, Minyoung; Huang, Rui; Weng, Yueqi; Kichler, Jessica C.; Corathers, Sarah D.; Jacobsen, Laura M.; Albanese-O'Neill, Anastasia; Smith, Laura; Westen, Sarah; Gutierrez-Colina, Ana M.; Heckaman, Leah; Wetter, Sara E.; Driscoll, Kimberly A.; Modi, Avani – Educational Technology Research and Development, 2022
Type 1 diabetes (T1D) is a lifelong and chronic condition that can cause severely compromised health. The T1D treatment regimen is complex, and is a particular challenge for adolescents, who frequently experience a number of treatment adherence barriers (e.g., forgetfulness, planning and organizational challenges, stress). Diabetes Journey is a…
Descriptors: Adolescents, Diabetes, Self Management, Intervention
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Tori, Allan Amaral; Tori, Romero; Nunes, Fatima de Lourdes dos Santos – IEEE Transactions on Learning Technologies, 2022
Inclusion of game elements in health education has proved to be effective in helping student training. Commonly termed as "serious games" these gamified systems can be an alternative to empower and motivate students during the learning process. The literature contains serious games for professional training in many health-related areas,…
Descriptors: Health Education, Educational Games, Gamification, Program Evaluation
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Hrastinski, Stefan – International Journal of Information and Learning Technology, 2021
Purpose: An issue that has received limited attention is how teachers make informed decisions when designing learning activities, which makes effective use of resources and technologies. The aim of this paper is to explore how teachers suggest informing their designs for learning. Design/methodology/approach: The study is based on documentation…
Descriptors: Design, Instructional Design, Decision Making, Adult Education
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Adam V. Maltese; Kelli M. Paul; Bárbara Yarza; Lauren Penney – Educational Technology Research and Development, 2024
In this manuscript, we describe a coding club we created and implemented during the COVID-19 pandemic. We were purposeful in creating the club to: (a) focus on design and problem solving as the basis for learning computer coding and (b) include elements to improve the engagement of girls. We ran multiple iterations of a Girls Design with Code Club…
Descriptors: Clubs, Females, Design, Problem Solving
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Mareen Wienand; Tobias Wulfert; Hiep Hoang – Discover Education, 2024
Enterprise systems are complex information systems that are inevitable for companies' success. As enterprise systems are only successful when used continuously and efficiently by end-users, knowledge on how to use them has become an important skill for employees. Research and practice favor an early obtainment of these skills for employees. Thus,…
Descriptors: Electronic Learning, Higher Education, Design, Information Systems
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Franco-Mariscal, Antonio-Joaquín; Cebrián-Robles, Daniel; Rodríguez-Losada, Noela – Technology, Knowledge and Learning, 2023
Social constructivism is a learning approach in which students actively construct their own knowledge by way of experiences and interactions with others. As such, it is important to highlight both individual and group-based reflection practices in pre-service teacher training as a key aspect for improving teaching practice. This paper presents the…
Descriptors: Gamification, Preservice Teachers, Secondary School Teachers, Science Teachers
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Kailea Saplan; Sam Abramovich; Peter Wardrip – Educational Technology Research and Development, 2024
Public libraries have embraced the popularity of maker education and makerspaces by integrating maker education in their program offerings, and by developing makerspaces that enable patrons to tinker and create products. But less attention has been paid to supporting librarians and maker educators in assessing the impact of these spaces. To expand…
Descriptors: Public Libraries, Design, Shared Resources and Services, Library Personnel
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Karen L. Bierman; Meg Small; Lynn S. Liben; Jennifer Connell; Jessica Menold; Scarlett Miller; Brenda Heinrichs; Morgan D. Mannweiler – Journal of Research in Childhood Education, 2024
Parents boost STEM skills by scaffolding children's attention and discovery during play, but many need support doing so. Using human-centered design (HCD) methods, we created activity kits fostering parents' (a) involvement in and (b) valuing of parent-child play to promote preschoolers' STEM skills. Study 1 documents how HCD methods informed the…
Descriptors: STEM Education, Learning Activities, Instructional Materials, Preschool Children
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Kara Dadswell; Stjepan Sambol; Zali Yager; Nina Van Dyke; Michaela Pascoe; Clare Dallat; Claire Brown; Alexandra G. Parker – Journal of Adventure Education and Outdoor Learning, 2024
Design thinking is often proposed as an educative strategy to enhance growth mindset, problem solving, and creativity, but there are very few evaluations of the impact of experiential design thinking programs. The primary aim of this study was to investigate whether an online design-thinking workshop provided to outdoor education staff could…
Descriptors: Outdoor Education, Program Evaluation, Teacher Workshops, Faculty Development
Culver, K. C.; Harper, Jordan; Kezar, Adrianna – Pullias Center for Higher Education, 2021
A customized guide about liberatory design thinking processes that have been tested within college settings to support changes that enhance equity in policies and practices within institutions. This research is based on case studies of several institutions, including focus group interviews with the campus design teams and an analysis of artifacts.…
Descriptors: Design, Program Design, Colleges, Universities
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Gibbs, William J. – Design and Technology Education, 2022
The ambiguous identity of the digital media field, the ubiquity of media, and rapid and persistent technological change and innovation pose inimitable challenges for academic programs in digital media. Digitization of media is an underlying impetus for today's rapid innovation that compels related academic programs in higher education to…
Descriptors: Design, Thinking Skills, Epistemology, Information Technology
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Tang, Pinyan; Lawson, Glyn; Sun, Xu; Sharples, Sarah – International Journal of Technology and Design Education, 2022
Culture plays an essential role in the success of product design, especially in the age of a global economy where there is a high probability of discrepancy between the designer's intention and the consumer's response. However, the role of culture is often challenging to identify and measure. In the current paper, we employed Repertory Grids to…
Descriptors: Cultural Differences, Design, Foreign Countries, Program Evaluation
Ernne John F. Dolor – Online Submission, 2022
The study entitled, "Evaluation of the Utility and Usability of the Learning Resource Management System of Las Piñas National High School-Learning Resource Center of Junior High School", aims to gauge the usefulness of the curated learning resource management system of the researcher and others. To ensure the best version of the portal,…
Descriptors: Learning Management Systems, Junior High Schools, Program Evaluation, Web Sites
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