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Karlgren, Klas; Ramberg, Robert; Artman, Henrik – International Journal of Technology and Design Education, 2016
Interaction design is usually described as being concerned with interactions with and through artifacts but independent of a specific implementation. Design work has been characterized as a conversation between the designer and the situation and this conversation poses a particular challenge for interaction design as interactions can be elusive…
Descriptors: Interaction, Design, Design Requirements, Instructional Design
Cohen, Jonathan D.; Jones, W. Monty; Smith, Shaunna – Journal of Digital Learning in Teacher Education, 2018
This qualitative study examined preservice and early career teachers' preconceptions and misconceptions about making in education. Eighty-two preservice and early career teachers participated in brief, one-time maker workshops, then wrote reflections on their experiences. Using constant comparative analysis, researchers uncovered two common…
Descriptors: Misconceptions, Preservice Teachers, Beginning Teachers, Teacher Attitudes
Williams, Walter K. – ProQuest LLC, 2018
The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was…
Descriptors: Video Games, Design, Qualitative Research, Case Studies
Altay, Burçak – Educational Gerontology, 2017
In design disciplines, an affective understanding of users' everyday lives can increase designer sensitivity and awareness, leading to higher-quality design outcomes. Developing students' empathic understanding within design education is required to accomplish this goal. This article discusses learning strategies that enhance students' empathic…
Descriptors: Empathy, Older Adults, Design, Foreign Countries
Puttick, Gillian; Tucker-Raymond, Eli – Journal of Science Education and Technology, 2018
Science and computational practices such as modeling and abstraction are critical to understanding the complex systems that are integral to climate science. Given the demonstrated affordances of game design in supporting such practices, we implemented a free 4-day intensive workshop for middle school girls that focused on using the visual…
Descriptors: Climate, Systems Building, Workshops, Middle School Students
Dillman Taylor, Dalena L.; Blount, Ashley J.; Bloom, Zachary – International Journal for the Scholarship of Teaching and Learning, 2017
Outcome research examining the effectiveness of teaching methods in counselor education is sparse. The researchers conducted a qualitative investigation utilizing an instrumental case study to examine the influence of a constructivist-developmental format on a play therapy counseling course in a large CACREP accredited university in the…
Descriptors: Play Therapy, Outcomes of Education, Qualitative Research, Case Studies
Amory, Alan; Bialobrzeska, Maryla; Welch, Tessa – Distance Education, 2018
The use of technology to support learning is becoming ubiquitous in Africa. However, technology is more often used to distribute information rather than as a tool to mediate learning. The work presented here on a programme for Zambian community school teachers (non-traditional students) illustrates how learning design allied to appropriate…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Nontraditional Students
Shore, Linda; Kiernan, Louise; de Eyto, Adam; Bhaird, Deirbhile Nic A.; Connolly, Anne; White, P. J.; Fahey, Tracy; Moane, Siobhan – Design and Technology Education, 2018
The environments we grow old in present a challenge to be adaptive to our changing needs and limitations. Environments, in the context of this paper, are the spaces, products and product service systems that we engage with, alone or with others, within and outside the home. A design coalition (Manzini, 2015) was generated between a number of…
Descriptors: Older Adults, Foreign Countries, Design, Ethnography
Elizalde, Ricardo Omar, Sr. – ProQuest LLC, 2018
This qualitative design based research study examined the Connected Learning theoretical framework coupled with academic language scaffolds for Long Term English Learners (LTELs) in a secondary public school setting. The participants of this study were students that have been in the United States for more than six years and have yet to be…
Descriptors: Qualitative Research, English Language Learners, Grade 9, High School Students
Heikkilä, Anni-Sofia; Vuopala, Essi; Leinonen, Teemu – Technology, Pedagogy and Education, 2017
Design in educational contexts is a relatively new topic. The basic idea of design and design-driven education is that students and teachers participate together in the planning, implementation and evaluation of learning projects. However, how design-driven education should be carried out in practice is yet to be established. Therefore, the aim of…
Descriptors: Elementary Secondary Education, Design, Qualitative Research, Teacher Attitudes
Segalowitz, Miri; Chamorro-Koc, Marianella – International Journal of Art & Design Education, 2018
What is genuine participation in the context of design practice? Genuine participation is often considered the missing element that differentiates a successful participation project from an unsuccessful participation project. But what, exactly, does genuine mean and, more importantly for research purposes, how can the 'genuineness' of…
Descriptors: Design, Participation, College Students, Questionnaires
Foley, David; Charron, François; Plante, Jean-Sébastien – Advances in Engineering Education, 2018
Recent technologies are offering the power to share and grow knowledge and ideas in unprecedented ways. The CogEx software platform was developed to take advantage of the digital world with innovative ideas to support designers work in both industrial and academic contexts. This paper presents a qualitative study on the usage of CogEx during…
Descriptors: Computer Software, Curriculum, Qualitative Research, Undergraduate Students
Ronkko, Marja-Leena; Mommo, Sanna; Aerila, Juli-Anna – Design and Technology Education, 2016
The Finnish curriculum for crafts emphasises the creative problem-solving skills of the student, the completion of different design tasks and the implementation of designs, while seeking to nurture the student's self-esteem. Furthermore, students should draw up the designs for their artefacts, plan their work, and also develop designs when needed.…
Descriptors: Foreign Countries, Teacher Attitudes, Design Crafts, Teaching Methods
Costello, Gabriel J. – European Journal of Engineering Education, 2017
The purpose of this work is to contribute to the debate on the best pedagogical approach to developing undergraduate mechanical engineering skills to meet the requirements of contemporary complex working environments. The paper provides an example of using student-entrepreneur collaboration in the teaching of modules to Mechanical Engineering…
Descriptors: Engineering Education, Design, Entrepreneurship, Simulation
Deaton, Cynthia C. M.; Malloy, Jacquelynn A. – International Journal of Adult Vocational Education and Technology, 2017
Design-based case studies address research questions that involve instructional innovations within a bounded system. This blend of case study and design-based research provides a systematic approach to examining instructional innovations that are bounded by perspective, context, and time. Design-based case studies provide a framework for engaging…
Descriptors: Blended Learning, Teaching Methods, Case Studies, Instructional Innovation