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Viswanathan, Shekar – American Journal of Engineering Education, 2017
Final program projects (capstone course) in manufacturing design engineering technology at National University are intensive experiences in critical thinking and analysis, designed to broaden students' perspectives and provide an opportunity for integration of coursework in the area of manufacturing design engineering. This paper focuses on three…
Descriptors: Undergraduate Students, Manufacturing, Design, Engineering Education
Wade, Christine E.; Cameron, Bruce A.; Morgan, Kari; Williams, Karen C. – Quarterly Review of Distance Education, 2016
In order to better understand faculty perceptions of group work, a survey was deployed to online teaching instructors. Results suggest that most faculty find student socialization (e.g., being supportive, caring about each other), communication, reliability, and dependability important in the group process. However, very few faculty rated the…
Descriptors: Online Courses, Group Activities, Student Projects, Units of Study
Tevaniemi, Johanna; Poutanen, Jenni; Lähdemäki, Riitta – New Review of Academic Librarianship, 2015
This article presents a case of co-designed temporary learning spaces at a Finnish academic library, together with the results of a user-survey. The experimental development of the multifunctional spaces offered an opportunity for the library to collaborate with its parent organisation thus broadening the role of the library. Hence, library can be…
Descriptors: Foreign Countries, Case Studies, Space Utilization, Interior Design
Casey, Ashley; Hastie, Peter; Jump, Steve – Sport, Education and Society, 2016
This paper documents how a unit of student-designed games can create a more meaningful version of physical education (PE) for disengaged students, a version that enhances the educational legitimacy of the subject matter by affording it worth in and of itself rather than being justified for other, extrinsic or instrumental reasons. Furthermore, it…
Descriptors: Physical Education, Student Developed Materials, Game Theory, Educational Games
Roman, Harry T. – Technology and Engineering Teacher, 2013
Clothing is influenced by many factors, trends, and social happenings. Much of what is worn today had utilitarian roots in the past. In the activitiy presented in this article, students will have the opportunity to redesign clothing for new trends, in this case, the explosion of handheld electronic devices.
Descriptors: Handheld Devices, Clothing, Influence of Technology, Design Crafts
Wong, Stephen E.; Vakharia, Sheila P. – Research on Social Work Practice, 2012
Objective: The authors examined outcomes of a graduate course on evaluating social work practice that required students to use published research, quantitative measures, and single-system designs in a simulated practice evaluation project. Method: Practice evaluation projects from a typical class were analyzed for the number of research references…
Descriptors: Teaching Methods, Social Work, Skill Development, Research Skills
Read, Marilyn A.; Owens, Nancy J. – Journal of Family and Consumer Sciences, 2011
This experiential teaching method demonstrates students' enhanced understanding of the influences that cross-cultural perspectives have on the interior design of the home and is achieved through research and application of elements of assimilation and acculturation in the United States. Knowledge of human factors, family dynamics, geographic…
Descriptors: Interior Design, Multicultural Education, Experiential Learning, Cultural Context
Floyd, Kimberly; Hughes, Kimberly; Maydosz, Ann – Rural Special Education Quarterly, 2011
Web-based instruction is not a new phenomenon. There are 15-20 years of research and literature to support the effectiveness of web-based instruction. The purpose of this article is to synthesize the research in this field in order to determine which factors are critical to the success of web-based instruction. We created a toolkit to assist…
Descriptors: Web Based Instruction, Guidelines, Educational Technology, Synthesis
Freeman, Matthew K. – Tech Directions, 2009
This article presents a design brief for a pinball game. The design brief helps students get a better grasp on the operation and uses of simple machines. It also gives them an opportunity to develop their problem-solving skills and use design skills to complete an interesting, fun product. (Contains 2 tables and 3 photos.)
Descriptors: Educational Games, Design Preferences, Design Requirements, Games
Baytak, Ahmet; Land, Susan M.; Smith, Brian K. – Turkish Online Journal of Educational Technology - TOJET, 2011
This study investigated how children designed computer games as artifacts that reflected their understanding of nutrition. Ten 5th grade students were asked to design computer games with the software "Game Maker" for the purpose of teaching 1st graders about nutrition. The results from the case study show that students were able to…
Descriptors: Nutrition, Interaction, Programming, Grade 5
Scott, Elsje – Journal of Information Technology Education, 2008
The Computing Curricula (2005) place Information Systems (IS) at the intersection of exact sciences (e.g. General Systems Theory), technology (e.g. Computer Science), and behavioral sciences (e.g. Sociology). This presents particular challenges for teaching and learning, as future IS professionals need to be equipped with a wide range of…
Descriptors: Experiential Learning, Information Systems, Systems Development, Foreign Countries
Uthe, Elaine F. – ABCA Bulletin, 1979
Notes six guidelines for selecting a research report topic. Shows how a class project on letterhead design not only fulfilled these guidelines but also developed student awareness of stylistic considerations important to effective business communication. (RL)
Descriptors: Business Communication, Business Correspondence, Class Activities, Design Preferences
Gos, Michael W. – 1997
A two-phase ethnographic study conducted over the course of two semesters examined a project to create a web site on the Internet. Subjects were enrolled in either a "Features Writing for Business and Industry" course or an "Advanced Technical Writing" course at an open-admissions university offering a major in Professional…
Descriptors: Audience Awareness, Design Preferences, Ethnography, Higher Education
Wolff, Susan J. – 2001
The purpose of this study was to determine the design features of the physical learning environment that support and enhance collaborative, project-based learning at the community college level, and to gain an understanding of the rationale for selection of the features. The characteristics of the physical environment investigated in the study…
Descriptors: Building Innovation, College Buildings, Community Colleges, Cooperative Learning
Slawson, Brian – 1994
The HyperGLOB project introduced university-level graphic design students to interactive multimedia. This technology involves using the personal computer to display and manipulate a variety of electronic media simultaneously (combining elements of text and speech, music and sound, still images, motion video, and animated graphics) and allows…
Descriptors: College Students, Computer Graphics, Computer Science Education, Computer Uses in Education
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