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Showing 1 to 15 of 21 results Save | Export
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Aylward, Katie; Dahlman, Joakim; Nordby, Kjetil; Lundh, Monica – Education Sciences, 2021
Maritime user interfaces for ships' bridges are highly dependent on the context in which they are used, and rich maritime context is difficult to recreate in the early stages of user-centered design processes. Operations in Arctic waters where crews are faced with extreme environmental conditions, technology limitations and a lack of accurate…
Descriptors: Computer Simulation, Vignettes, Design, Concept Formation
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Lisewski, Bernard – Journal of Further and Higher Education, 2021
This paper examines how tutor-practitioners conceptualised and enacted their practice-based knowing (PBK) in a Higher Education Fashion School (HEFS). It adopts a qualitative insider-researcher methodology composed of oral biographies, dialogic interviews and participant observations. Social practice theory (SPT) is utilised as the analytical…
Descriptors: Tutors, Tutoring, Higher Education, Clothing
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Sobah Abbas Petersen; Maria Iqbal; Alan Williams; Gavin Baxter – International Association for Development of the Information Society, 2023
Global Employability Skills are skills that students acquire during their study period, that are in addition to their academic knowledge and skills, and that would help in their careers. As students continue their university journeys, they often overlook or underestimate the importance of developing Global Employability Skills that employers may…
Descriptors: Computer Software, Employer Attitudes, Career Planning, Global Approach
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Subasinghe, Chamila T. – Journal of Technology Education, 2019
Entry-level technology studies in architecture often baffle first-year university students, and academic staff in turn tend to resist teaching foundational studies in the technology of design (ToD). ToD has often been considered "high risk," as evidenced by a high proportion of dropouts and retakes, and has been deemed the least…
Descriptors: College Freshmen, Design, Instructional Design, Educational Technology
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Ahn, Song-ee; Edelbring, Samuel – International Journal of Learning Technology, 2020
This study is based on observations of the design process of a virtual patient (VP), which aimed to facilitate interprofessional learning. By following the design process of this particular VP, this study aimed to trace how different practices and the knowledge within these practices were enacted as a VP and to understand the design team's…
Descriptors: Patients, Health Services, Nursing Students, Medical Students
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Riikonen, Sini – International Journal of Technology and Design Education, 2020
This article presents an approach to creating sources of inspiration through a collaborative concept design that was developed and observed during a future visioning concept design project concerning the theme of "performance wear," which was conducted at the University of Helsinki for second-year textile student teachers. During the…
Descriptors: Design, Performance, Clothing, Textiles Instruction
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Cinar, Sinan – Cypriot Journal of Educational Sciences, 2019
Young boys and girls make houses and beds from cloths and cartons for their dolls, erect shelters and fences for toy animals, build ramps and garages from blocks for toy cars, and lift objects using a rope and reel for having fun. Thanks to their experiences with such design-based games, children combine science with engineering and try to…
Descriptors: STEM Education, Engineering, Design, Curriculum Implementation
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Daniel, Scott; Mazzurco, Andrea – European Journal of Engineering Education, 2020
Co-design is fundamental to humanitarian engineering and increasingly recognised as such in engineering curricula. However, it is challenging to teach, learn, and assess. In this paper, we describe the development and validation of a scenario-based instrument to distinguish novice and expert approaches to co-design in the context of humanitarian…
Descriptors: Design, Teamwork, Engineering Education, Vignettes
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Kumpulainen, Kristiina; Kajamaa, Anu; Rajala, Antti – Digital Education Review, 2018
This study investigates agency-structure dynamics in students and teachers' social activity in a novel design and making environment in the context of the Finnish school system, which has recently undergone major curricular reform. Understanding that agency is an important mediator of educational change, we ask the following questions: How are…
Descriptors: Educational Change, Design, Innovation, Social Environment
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Çeliker, Huriye Denis – Journal of Educational Issues, 2020
The purpose of this study is to determine the effects of the scenario-based STEM project design process on pre-service science teachers' perceptions of 21st-century skills, competencies, integrative STEM teaching intentions, and STEM attitude. In the study, a pretest-posttest quasi-experimental design, which does not contain a control group, was…
Descriptors: Vignettes, Problem Based Learning, Active Learning, Student Projects
Carnell, Brent, Ed.; Fung, Dilly, Ed. – UCL Press, 2017
A complementary volume to Dilly Fung's "A Connected Curriculum for Higher Education" (2017) [see ED613384], this book explores 'research-based education' as applied in practice within the higher education sector. A collection of 15 chapters followed by illustrative vignettes, it showcases approaches to engaging students actively with…
Descriptors: Higher Education, College Curriculum, Curriculum Development, Interdisciplinary Approach
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Bangou, Francis; Vasilopoulos, Gene – E-Learning and Digital Media, 2018
This article experiments with creativity, ambiguity, design thinking, research, and teacher education in computer-assisted language learning within the development of a distance teacher education course on computer-assisted language learning. By deploying philosophy of immanence, the associated agencements of teacher becoming in computer-assisted…
Descriptors: Online Courses, Creativity, Design, Distance Education
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Ward, Lauren; Lyden, Sarah; Fitzallen, Noleine – Australian Mathematics Teacher, 2016
Context based learning (CBL) is a powerful tool that utilises areas of student interest framed in meaningful contexts to foster development of new skills and understanding. For middle school students, engineering activities that relate to real-world problems provide suitable CBL contexts for acquiring conceptual scientific and mathematical…
Descriptors: Engineering Education, Engineering Technology, Middle School Students, Teaching Methods
Richardson, Jayson W., Ed. – Eye on Education, 2019
Exploring issues of student agency, equity, assessment, teaching, management, teacher leadership, and use of technology, this book provides strategies, tips, and guidance for enacting innovative change in today's schools. Drawing from unique and creative approaches at international schools, real practitioners share their stories and…
Descriptors: Personal Autonomy, Teaching Methods, Classroom Techniques, Teacher Leadership
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Liu, Kuo-Yu – International Journal of Distance Education Technologies, 2015
This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of "Introduction to Computer Science" as a study case to assess students' learning…
Descriptors: Case Studies, Computer Science Education, Computer Networks, Usability
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