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Showing 1 to 15 of 42 results Save | Export
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Ibrahim, Dayang Suryati; Rashid, Abdullah Mat – World Journal of Education, 2022
Teaching Design and Technology that focuses only on the end product had led to students less exposure to collaboration skills in their learning. Therefore, a study that determines the teaching method in applying collaboration skills among students and its effect is required. The two teaching methods used were the 'doing a project' method for the…
Descriptors: Instructional Effectiveness, Active Learning, Student Projects, Cooperative Learning
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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
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Wei Xu; Jia-Chen Chen; Ye-feng Lou; Hang Chen – International Journal of Technology and Design Education, 2024
Maker education can enhance learners' creativity. Design thinking can facilitate the innovative resolution of complex problems. The design thinking literature and most maker teaching modes are limited in their promotion of learning and ability development in various dimensions. Learners have stereotypes about some professions; interventions can…
Descriptors: Elementary School Students, Cooperative Learning, Problem Based Learning, Student Projects
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Rita N. To – Marketing Education Review, 2024
The Packaging Mockup Project directs students to (1) learn the basic tools in the Adobe Photoshop application, (2) research and create a new brand concept for different product categories, and (3) design an original packaging mockup of their own brand concept. This project is designed to allow students to apply what they learn about branding as…
Descriptors: Design, Computer Software, Visual Aids, Editing
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Lin, Kuen-Yi; Wu, Ying-Tien; Hsu, Yi-Ting; Williams, P. John – International Journal of STEM Education, 2021
Background: This study focuses on probing preservice technology teachers' cognitive structures and how they construct engineering design in technology-learning activities and explores the effects of infusing an engineering design process into science, technology, engineering, and mathematics (STEM) project-based learning to develop preservice…
Descriptors: Engineering Education, Technology Education, STEM Education, Preservice Teachers
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Joseph, Anthony; Lawler, James – Information Systems Education Journal, 2020
Colleges are engaging students in collaborative design courses on diverse projects. More of the courses could be focusing on cross-disciplinary entrepreneurship projects including computer science and information systems students with other disciplinary students. The authors of this paper describe a course that is focusing on collaborative design…
Descriptors: Computer Science Education, Entrepreneurship, Student Projects, Cooperative Learning
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Mujiono; Riza Weganofa; Siane Herawati; Rizky Lutviana – Language Teaching Research Quarterly, 2024
This study explores the DT and PjBL to enhance creative, collaborative, and critical writing skills among EFL learners· A post-test-only quasi-experimental design was employed, involving 65 students from an English Education Program, aged 20 to 22, divided into three groups: DT, PjBL, and a integration of both· The instruments used to evaluate…
Descriptors: Design, Thinking Skills, Teaching Methods, Critical Thinking
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Iranmanesh, Aminreza; Onur, Zeynep – International Journal of Art & Design Education, 2021
Virtual design studio (VDS) has been a part of the discourse of architectural pedagogy for the past two decades. VDS has been showcased as a potential educational tool in schools of architecture often in controlled, pre-designed experiments. However, the global COVID-19 pandemic has forced most schools to move their design studios into virtual…
Descriptors: Studio Art, Design, Architectural Education, Electronic Learning
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Budak, Esra Çoban; Geçer, Aynur Kolburan; Topal, Arzu Deveci – Journal of Learning and Teaching in Digital Age, 2021
With the development of information and communication technologies, access to information is becoming easier every day. Consequently, individuals' abilities to interpret information that especially exists in the learning processes, to produce new knowledge and to use the information produced have gained more importance day by day. The aim of this…
Descriptors: Instructional Effectiveness, Programming Languages, Computer Science Education, Reflection
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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
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Khan, Kaisar R.; Haque, Muhammad M.; Alshemary, Ashraf; AbouArkoub, Ahmed – IEEE Transactions on Education, 2020
Contribution: A project-based active learning approach with the collaborative pedagogical environment is used to train electrical engineers, focusing on loading characteristic of motors where extrapolated knowledge from advanced classes and feedback from the industry professionals are used to engage fellow students to improve their conceptual and…
Descriptors: Undergraduate Students, Engineering Education, Machine Tools, Student Projects
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Engström, Henrik; Lyu, Ruimin; Backlund, Per; Toftedahl, Marcus; Ehmsen, Palle Rosendahl – Journal of University Teaching and Learning Practice, 2020
The learning goals of project-based courses are typically specific for each involved discipline. Game development is deeply interdisciplinary and some of its core principles are shared across disciplines, from art to programming. This article presents a project-based approach where students majoring in arts and students majoring in technology…
Descriptors: Interdisciplinary Approach, Active Learning, Student Projects, Art Education
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Howe, Edward; Ruberg, Andres – Canadian Journal of Action Research, 2020
This action research investigates DigiPen, an innovative locally developed secondary school course where students are actively engaged in project-based learning while studying how to work effectively in teams focused on digital game design. Students apply art, math, physics, and computer science knowledge and learn important life skills. DigiPen…
Descriptors: Secondary School Students, Active Learning, Student Projects, Design
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Hoffenson, Steven; Fay, Brendan – Advances in Engineering Education, 2021
In product design, there is often a disconnect between the engineers creating the product and the marketing team determining the best characteristics for the product. The research areas of "design for market systems" and "decision-based design" seek to bridge that disconnect through quantitative approaches that facilitate…
Descriptors: Engineering Education, Marketing, Decision Making, Design
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Goldstein, Molly H.; Omar, Sharifah A.; Purzer, Senay; Adams, Robin S. – International Journal of Education in Mathematics, Science and Technology, 2018
In schools, design projects can be implemented at a variety of ways and with varying degrees of resources from teachers and schools. However, little work has been done on the differences between student learning outcomes and the type of design projects. This study compares two design projects implemented in 7th grade classrooms (n=677) at two…
Descriptors: Grade 7, Middle School Students, Secondary School Science, Engineering Education
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