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Roberto Duran-Novoa; Felipe Torres – Journal of Technology and Science Education, 2024
Problem-solving is at the core of engineering design, being fundamental for systematic innovation. During their education, students are taught numerous methods and tools, despite that literature shows debatable results regarding their real impact. Consequently, this study aims to quantify the relative impact of design methods on undergraduate…
Descriptors: Problem Solving, Undergraduate Students, STEM Education, Engineering Education
Aura Hernàndez-Sabaté; Lluís Albarracín; Oriol Ramos; Debora Gil; Carles Sánchez; Enric Martí – Journal of Technology and Science Education, 2024
Computer engineering students should develop competences related to the contents of databases design and SQL queries. For this purpose, the recommendations on the convenience of changing the traditional teaching methodology to the flipped classroom are followed. In this article we present a quantitative study in which we compare the potential for…
Descriptors: Engineering Education, Flipped Classroom, Databases, Conventional Instruction
Bienvenido-Huertas, David; Rubio-Bellido, Carlos; León-Muñoz, Miguel Ángel – Journal of Technology and Science Education, 2023
Gamification is increasingly used for better content assimilation. However, it is hardly used in theoretical and technical courses related to building and architecture. This study focuses on assessing the use of gamification with Kahoot! to arouse students' interest and to ease content assimilation. Experimentation was undertaken during the…
Descriptors: Instructional Effectiveness, Audience Response Systems, College Students, Engineering Education
Joaquín Fuentes-del-Burgo; Juan Manuel Sánchez-Tomás; José A. Ballesteros; Francisco Javier Castilla-Pascual; José L. González-Geraldo – Journal of Technology and Science Education, 2023
Lectures on science and technology constitute one of the most noteworthy activities used to promote STEM-related degrees (Science, Technology, Engineering and Mathematics). This research seeks to identify the factors that pose an obstacle to promoting science and engineering via scientific and technical lectures to secondary school students, as…
Descriptors: Barriers, STEM Education, Secondary School Students, Educational Benefits
Ernesto Pacheco-Velazquez; Virginia Rodés; David Salinas-Navarro – Journal of Technology and Science Education, 2024
This study investigates the impact of game-based learning (GBL), an increasingly popular educational approach, on the development of self-directed learning (SDL) skills in complex scenarios, particularly in undergraduate logistics education. A key component of the three year study is LOST (Logistics Education Simulator), a serious game platform,…
Descriptors: Skill Development, Game Based Learning, Undergraduate Students, Foreign Countries
Núñez-Pacheco, Rosa; Turpo-Gebera, Osbaldo; Barreda-Parra, Aymé; Vidal, Elizabeth; Castro-Gutierrez, Eveling; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
The use of video games has increased exponentially worldwide, mainly among the youth population. The main objective of this article is to evaluate the consumption habits and motivations of engineering students to play video games. To this end, an instrument to measure the use of video games and a scale of motivations were administered to 633…
Descriptors: Student Motivation, Video Games, Engineering Education, College Students
Rihab Wit Daryono; Nur Hidayat; Muhammad Nurtanto; Athok Fu'Adi – Journal of Technology and Science Education, 2024
The discrepancy between competence and real work in engineering graduates can be resolved with cooperation by the construction industry. Therefore, it is necessary to determine the appropriate and required architectural engineering competencies with the current demands and conditions of the construction industry. So, this study aims to analyze the…
Descriptors: Foreign Countries, Construction Industry, Building Trades, Engineering Education
Navarro Jover, José Manuel – Journal of Technology and Science Education, 2021
This study was carried out on first-year engineering students in the subject of technical drawing, an eminently practical subject that requires the continuous development of spatial vision and also that students should devote time and effort to it from the very beginning. For the study we designed an auto-feedback activity to be applied to the…
Descriptors: Automation, Feedback (Response), Academic Achievement, College Freshmen
Tsagaris, Apostolos – Journal of Technology and Science Education, 2023
This study aimed to refine and validate a Mechatronic System Usability Evaluation (MSUE) questionnaire. A total of 626 users were selected using random sampling, from the area of West Thessaloniki, Greece. The validity of the questionnaire were tested with the content and construction validity method. The reliability of the MSUE questionnaire…
Descriptors: Engineering Education, Interdisciplinary Approach, Usability, Questionnaires
Willans, Ninfa; Galvan-Fernandez, Cristina – Journal of Technology and Science Education, 2022
The academic performance of our students is being presented as a permanent challenge for the academy due to its complex directly associated with the results of learning. So then, it originates the question: do academics' methodological innovation efforts impact academic performance? To answer this question, we present the results taken from these…
Descriptors: Educational Change, Electronic Learning, In Person Learning, Engineering Education
Krishna Kumar – Journal of Technology and Science Education, 2023
This paper presents a reflective analysis of a novel approach to Problem-Based Learning (PBL) to teach abstract concepts in a large-class setting, specifically tailored for a third-year required undergraduate course, "Introduction to Geotechnical Engineering." The primary objective is to enhance student engagement and learning outcomes…
Descriptors: Engineering Education, Teaching Methods, Learner Engagement, Abstract Reasoning
Paulo Roberto Weingärtner-Junior; Natalia Piedemonte-Antoniassi; Vitor Ferreira-Bindo; Guilherme Frederico Bernardo-Lenz e Silva – Journal of Technology and Science Education, 2024
To meet a Brazilian guideline for engineering courses, which advocates the use of active learning in applied disciplines, this research studies new students entering an Engineering course at an important university in Brazil. It was applied to them a traditional MTBI (Myers-Briggs Type Indicator) questionary with the aim of finding out if there is…
Descriptors: Foreign Countries, College Freshmen, Engineering Education, Self Concept
Soeprijanto, Soeprijanto; Diamah, Aodah; Rusmono, Rusmono – Journal of Technology and Science Education, 2022
This study aimed to determine the direct and indirect effects of digital literacy, self-awareness, career planning on student achievement of prospective teachers of education and technical and vocational training (TVET). This type of research is ex post facto with quantitative data. The method used was comparative causal differential with path…
Descriptors: Technological Literacy, Metacognition, Career Planning, Engineering Education
Lluch-Molins, Laia; Balbontin-Escorza, Francis Yorka; Sullivan-Campillay, Nelida – Journal of Technology and Science Education, 2022
This contribution presents the pedagogical design of a subject through gamified activities supported by technological tools in which the integration of two key subjects of the Civil Industrial Engineering career were implemented, which are operational research and project evaluation. In addition, the results of the satisfaction and learning…
Descriptors: Cooperative Learning, Student Motivation, Gamification, Engineering Education
Núñez-Pacheco, Rosa; Espinoza-Montoya, Claudia; Yucra-Quispe, Liz-Marjorie; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to…
Descriptors: Video Games, Game Based Learning, Engineering Education, Student Attitudes