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Xun Ge; Kyungwon Koh; Ling Hu – Educational Technology Research and Development, 2024
A qualitative study was conducted in a secondary school to evaluate student learning processes and outcomes by examining their inquiry questions, journals, and maker artifacts in a curriculum-based maker learning environment supported by the Guided Inquiry Design (GID). Thirteen 8th-grade students in a suburban middle school in the southwest of…
Descriptors: Secondary School Students, Grade 8, Active Learning, Inquiry
Tiffany Tseng; Matt J. Davidson; Luis Morales-Navarro; Jennifer King Chen; Victoria Delaney; Mark Leibowitz; Jazbo Beason; R. Benjamin Shapiro – ACM Transactions on Computing Education, 2024
Machine learning (ML) models are fundamentally shaped by data, and building inclusive ML systems requires significant considerations around how to design representative datasets. Yet, few novice-oriented ML modeling tools are designed to foster hands-on learning of dataset design practices, including how to design for data diversity and inspect…
Descriptors: Artificial Intelligence, Models, Data Processing, Design
Ni, Yuan; Deng, Teng; Li, Jing; Zhang, Jiaqi; Zhang, Chi – Education and Information Technologies, 2023
Under the rapid development of higher vocational colleges in China, design subject was receiving increasing number of students and confronting the necessity of improving teaching efficiency. Informational technology, regarded as an effective approach in many areas, was investigated for its impact on the design teaching efficiency and evaluated its…
Descriptors: Vocational Education, Foreign Countries, Educational Technology, Teacher Effectiveness
Huo, Yi; Wang, A'Xi; Zhao, Ying – Interactive Learning Environments, 2023
Smart education and ubiquitous learning have come over globally, especially under coronavirus regime. Visual media and interactive operation can draw children's attention and interests, so the VR educational software becomes a prominent trend for training children. However, in K12 education, the VR technology is just in its initial period. In the…
Descriptors: Student Projects, Active Learning, Computer Simulation, Preservice Teachers
Júlio César Dutra; Patrícia Schmid Calvão – European Journal of Engineering Education, 2024
This article aims to present our experience with transmedia storytelling in the design of materials selection, integrating two disciplines within an undergraduate mechanical engineering curriculum in Brazil. The students' project involved developing a narrative within the fictional universe of superheroes while exploring material properties using…
Descriptors: Educational Technology, Multimedia Materials, Story Telling, Social Media
Shegufta Shetranjiwalla; Molly S. J. Hu – Journal of Chemical Education, 2023
Green chemistry and chemical safety complement each other in reducing adverse health and safety outcomes. However, it is imperative to train students of advanced synthetic chemistry, beyond reaction mechanisms, to proactively connect complex experiments with hazard analysis, risk minimization, and planetary sustainability. Virtual experiments…
Descriptors: Stakeholders, Science Experiments, Chemistry, Electronic Learning
Marinescu, Maria-Cristina; Marzo, Jose L. – International Association for Development of the Information Society, 2020
Based on our positive, but limited experience with Jigsaw at the university level, half a year ago we initiated a more extensive experiment with a larger sample of students, and incorporating changes that relate back to some negative comments we have received during the previous course. Jigsaw is a collaborative inquiry-based learning technique…
Descriptors: Cooperative Learning, Inquiry, Teamwork, Active Learning
Rugh, Michael S.; Beyette, Donald J.; Capraro, Mary Margaret; Capraro, Robert M. – Interactive Technology and Smart Education, 2021
Purpose: The purpose of this study is to examine a week-long science, technology, engineering and mathematics (STEM) project-based learning (PBL) activity that integrates a new educational technology and the engineering design process to teach middle and high school students the concepts involved in rotational physics. The technology and teaching…
Descriptors: Physics, Student Projects, Active Learning, STEM Education
Rees Lewis, Daniel G.; Gerber, Elizabeth M.; Carlson, Spencer E.; Easterday, Matthew W. – Educational Technology Research and Development, 2019
Authentic project-based learning (APBL) is a highly effective way for instructors to help students learn disciplinary skills, modes of thinking, and collaborative practices by creating solutions to real-world problems for real users and clients. While educational technology innovations can bolster APBL by making a promising but challenging…
Descriptors: Educational Innovation, Active Learning, Student Projects, Educational Technology
Raza, Ali; Hasib, Maheen – IEEE Transactions on Education, 2023
Contribution: This article provides a teaching methodology which combines project-based learning, self-regulated learning (SRL), and design projects (DPs) to improve the preparedness of students for computing science-related internships. The methodology is supported by the implementation of the educational technology that transforms the way…
Descriptors: Educational Change, Distance Education, Equal Education, Internship Programs
Reyna, Jorge; Meier, Peter – Education Sciences, 2018
Learner-Generated Digital Media (LGDM) has become prevalent in higher education. Frameworks have been developed for video-making in the classroom that consider technical requirements, pedagogies, and the combination of both. However, missing is a practical model to guide academics and students on the implementation of LGDM assignments. This…
Descriptors: Educational Technology, Technology Uses in Education, Higher Education, Video Technology
Tietjen, Phil; Choi, Ko Un; Ozkan-Bekiroglu, Saliha; McDonald, Scott B. – AERA Online Paper Repository, 2017
Mobile learning initiatives (e.g., Bring-Your-Own-Device) have generated increasing attention to the physical design of Active Learning Spaces (ALS). Yet, the role of physical space in shaping pedagogical practice remains under-theorized. Sociomaterial perspectives such as Actor-Network theory offer promising potential for examining this area as…
Descriptors: Telecommunications, Handheld Devices, Active Learning, Space Utilization
Camillia Matuk; Kevin W. McElhaney; Jennifer King Chen; Jonathan Lim-Breitbart; Douglas Kirkpatrick; Marcia C. Linn – International Journal of Designs for Learning, 2016
Science inquiry challenges students to synthesize various ideas about complex phenomena into coherent explanations. It also challenges teachers, who must guide their diverse students' developing understanding during student-paced investigations. We describe the Idea Manager, a suite of web-based, curriculum-integrated tools that (a) guides…
Descriptors: Science Instruction, Inquiry, Active Learning, Web Based Instruction
Lee, Hyowon – International Journal for Transformative Research, 2015
In this article, I describe my experience of preparing and delivering a brand new computing undergraduate course in a new university and in doing so, share how the special institutional push of the active learning pedagogy of the university changed the way I prepared and delivered the course, and ended up transforming my own view of teaching. I…
Descriptors: Foreign Countries, Active Learning, Undergraduate Study, Information Technology
Veety, Elena N.; Sur, Jesse S.; Elliot, Hannah K.; Lamberth, James E., III. – Journal of Pre-College Engineering Education Research, 2018
The Wearable Device Challenge was developed at the Nanosystems Engineering Research Center for Advanced Self-Powered Systems of Integrated Sensors and Technologies (ASSIST). The Challenge is rooted in the research and innovation ecosystem of the Center and its vision: to have a transformational impact on the way doctors and patients manage…
Descriptors: Engineering Education, Design, Active Learning, Student Projects