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Afra Çalik; Ali Sen; Zeynep Aydin; Ercan Altug Yilmaz – International Society for Technology, Education, and Science, 2023
Gamification is an approach that solves real-life motivational problems with game design techniques by target a long-term behavioral change in participants. However, the application models in gamification design are limited and lack a holistic approach in scope. While existing models may seem sufficient on their own, they tend to focus on certain…
Descriptors: Gamification, Behavior Change, Holistic Approach, Design Requirements
Brian Alvin Hananto – International Journal of Designs for Learning, 2024
Project-based learning is an effective method for students' learning design. For the "Graphic Design for Interactive Entertainment" elective course, the author uses project-based learning to teach UI and UX design to Universitas Pelita Harapan's Visual Communication Design Department students. For the project, the author designed a game…
Descriptors: Foreign Countries, Communications, Design, Active Learning
Anna Koumara; Michael Bakaloglou; Hariton M. Polatoglou – World Journal of Education, 2024
Eleven high school students participated in a one-week STEM summer camp focused on designing and building parachutes to deliver fragile objects safely. Using the Engineering Design Process (EDP) as a framework, students explored how canopy size affects performance. They applied physics concepts such as terminal velocity, forces, and acceleration,…
Descriptors: Foreign Countries, High School Students, Summer Science Programs, Physics
Gray, Colin M. – International Journal of Art & Design Education, 2019
Expert designers determine what problem needs to be solved by creating a frame that allows the identification of potential solutions. However, it is unclear how students learn to generate these frames effectively, particularly in relation to ethical decision-making and selecting appropriate constraints. In this study, undergraduate and graduate…
Descriptors: Ethics, Problem Solving, Undergraduate Students, Graduate Students
Torkildsby, Anne Britt – Design and Technology Education, 2018
Universal design thinkers are needed now more than ever. The world is facing one humanitarian crisis after the other, forcing people to flee their homes and resettle elsewhere without knowing anything about the local language, traditions, and way of life. Moreover, an ageing population is in need of (housing) design that facilitates long-term…
Descriptors: Foreign Countries, Design, Workshops, Graduate Students
Vaino, Katrin; Vaino, Toomas; Ottander, Christina – Science Education International, 2018
In this study, middle school students' (8th grade, n = 24) problem-solving processes were investigated while implementing a design-based science learning (DBSL) approach. DBSL tries to incorporate science learning with the processes of engineering design. A DBSL module was developed by the research team within which students were expected to…
Descriptors: Middle School Students, Secondary School Science, Science Process Skills, Problem Solving
Zeggelaar, Albert; Vermeulen, Marjan; Jochems, Wim – Professional Development in Education, 2018
The growing complexity and numerous changes in Dutch vocational education and training (VET) pressures teachers to continually develop their teaching profession. Therefore professional development (PD) is needed, but policy-initiated and imposed PD might be ineffective. Thus the purpose of this research is to evaluate which design requirements…
Descriptors: Faculty Development, Intervention, Design, Vocational Education
Barris, Cristina; Torres, Lluís; Simon, Enric – Journal of Technology and Science Education, 2016
This article presents the results of a case involving the application of project-based learning carried out with students in the Mechanical Engineering degree program at the University of Girona. The project, entitled "Design and construction of a wooden bridge", was conducted at the Polytechnic School in the third-year Structures…
Descriptors: Active Learning, Student Projects, Engineering Education, Foreign Countries
Gbetodeme, Selom; Amankwa, Joana; Dzegblor, Noble Komla – Journal of Education and Practice, 2016
To facilitate the design process in every art form, there are certain guidelines that all professional designers should use. These are known as elements and principles of design. This study is a survey carried out to assess the knowledge of dressmakers about basic design in the Ho Municipality of Ghana. Sixty dressmakers were randomly sampled for…
Descriptors: Foreign Countries, Case Studies, Clothing, Design
Trebell, Donna – International Journal of Technology and Design Education, 2013
The purpose of the study reported here was to investigate the effectiveness of a conceptual design unit as part of the Design and Technology curriculum for 14 years old pupils in England. One research question drove this study: What sort of designing do pupils do when they design without having to make what they have designed? Data consisted of…
Descriptors: Students, Foreign Countries, Technology Education, Design
Selver, M. Alper – IEEE Transactions on Education, 2016
Medical imaging systems (MIS) constitute an important emergent subdiscipline of engineering studies. In the context of electrical and electronics engineering (EEE) education, MIS courses cover physics, instrumentation, data acquisition, image formation, modeling, and quality assessment of various modalities. Many well-structured MIS courses are…
Descriptors: Design, Medical Education, Laboratory Experiments, Engineering Technology
Gundogan, M. Banu; Eby, Gulsun – Online Submission, 2012
This paper aims to draw attention to the sustainability of distance learning in terms of the design process based on learner characteristics and technology usage. Distance learning has become a cyberized system owing its presence to developments in digital technologies. Technological developments solve some immediate problems but also have the…
Descriptors: Foreign Countries, Distance Education, Sustainable Development, Educational Policy
Clyde, Jerremie; Wilkinson, Glenn R. – History Teacher, 2012
The gamic mode is an innovative way of authoring scholarly history that goes beyond the printed text or digital simulations by using digital game technologies to allow the reader to interact with a scholarly argument through meaningful choice and trial and error. The gamic mode makes the way in which the past is constructed as history explicit by…
Descriptors: Foreign Countries, History, Scholarship, Epistemology
Santulli, Carlo; Langella, Carla – International Journal of Technology and Design Education, 2011
In recent years, bio-inspired approach to design has gained considerable interest between designers, engineers and end-users. However, there are difficulties in introducing bio-inspiration concepts in the university curriculum in that they involve multi-disciplinary work, which can only possibly be successfully delivered by a team with integrated…
Descriptors: Foreign Countries, Workshops, Athletics, Student Projects
Wenzler, Ivo – Simulation & Gaming, 2009
Simulation designers are continuously facing the challenge of determining how much of the expected value the simulation has delivered to the client. Addressing this challenge is not easy, and it requires simulation designers to stretch their comfort zones. This article presents a ten-step approach for meeting simulation objectives and translating…
Descriptors: Computer Simulation, Performance, Foreign Countries, Guidelines
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