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Somik Ghosh; Abhay Chavan – Design and Technology Education, 2024
Immersive technologies have gained attention in design pedagogy due to their potential as effective tools for teaching and learning. Virtual reality (VR) has been extensively explored in the design discipline for tasks such as interpretation, visualization, and collaboration. However, most applications of VR have focused on replacing traditional…
Descriptors: Computer Simulation, Technology Integration, Building Design, Experiential Learning
Petrova, Miroslava – Design and Technology Education, 2021
The design studio is the core element in the design curriculum where students gain key knowledge and skills. Typically implementing a project-based approach, it is characterised by learning by doing, collaborative learning and a prominent studio culture. The traditional notion is that the social domain of the studio has a counterpart in the…
Descriptors: Design, Student Projects, Active Learning, Cooperative Learning
Yi, Ye Ji; Bhattacharjee, Suchismita – Design and Technology Education, 2023
This study aimed to investigate the effectiveness of 360-degree panorama-based Virtual Reality (360VR) as a tool to simulate real-world site visit experiences in interior design education. In the first stage of evaluation, the online survey was implemented to ask students about their learning experience of using 360VR. The second stage of 360 VR…
Descriptors: Computer Simulation, Interior Design, Learning Experience, Teaching Methods
Looijenga, Annemarie; Klapwijk, Remke M.; de Vries, Marc J. – Design and Technology Education, 2020
During a Design and Technology class, engagement is both required to start creative hands-on work and a sign of pupil's creative thinking. To find ways to achieve engagement, we can look to the Montessori tradition. Due to the fact that learning is regarded as feeding insight through experimenting, tasks have to offer pupils the opportunity to…
Descriptors: Learner Engagement, Elementary School Students, Preadolescents, Technology Education
Bhattacharjee, Suchismita – Design and Technology Education, 2019
A flipped-classroom pedagogical method has been adopted by some educators over several past decades both knowingly and unknowingly. In this pedagogical method, the traditional classroom lecture and homework settings are flipped. Students are required to watch short video lectures as homework while the regular class sessions are devoted to in class…
Descriptors: Interior Design, Blended Learning, Undergraduate Students, Conventional Instruction
Islam, Zahid – Design and Technology Education, 2019
It is evident from previous research that learner preference, cognitive load and effective learning are interconnected. Designers' individual characteristics and preferred modality of information delivery in the design studio has direct relation to the effective use of the information delivered. This study evaluates and discusses possibilities of…
Descriptors: Preferences, Constructivism (Learning), Cognitive Ability, Design
Yavuzcan, H. Güçlü; Sahin, Damla – Design and Technology Education, 2017
In industrial design (ID) education, mechanics-based courses are mainly based on a traditional lecture approach and they are highly abstract for ID students to comprehend. The existing studies highlight the requirement of a new approach for mechanics-based courses in ID departments. This study presents a combined teaching model for mechanisms…
Descriptors: Industry, Design, Teaching Methods, Active Learning
Chamorro-Koc, Marianella; Scott, Andrew; Coombs, Gretchen – Design and Technology Education, 2015
In design studio, sketching or visual thinking is part of processes that assist students to achieve final design solutions. At Queensland University of Technology's (QUT's) First and Third Year industrial design studio classes we engage in a variety of teaching pedagogies from which we identify "Concept Bombs" as instrumental in the…
Descriptors: Foreign Countries, Design, Visualization, Freehand Drawing