Publication Date
In 2025 | 1 |
Since 2024 | 7 |
Since 2021 (last 5 years) | 20 |
Since 2016 (last 10 years) | 60 |
Since 2006 (last 20 years) | 150 |
Descriptor
Instructional Effectiveness | 164 |
Student Projects | 164 |
Instructional Design | 69 |
Foreign Countries | 67 |
Active Learning | 66 |
Teaching Methods | 66 |
Design | 42 |
Student Attitudes | 39 |
College Instruction | 38 |
College Students | 38 |
Cooperative Learning | 36 |
More ▼ |
Source
Author
Neo, Mai | 3 |
Robertson, Judy | 2 |
AbouArkoub, Ahmed | 1 |
Abrams, Zsuzsanna I. | 1 |
Adams, Robin S. | 1 |
Ahmed, Mohammad W. | 1 |
Ahmed, Shamsuddin | 1 |
Al Hashimi, Sama'a | 1 |
AlKhezzi, Fahad A. | 1 |
Alexis A. Chontos | 1 |
Alorda, B. | 1 |
More ▼ |
Publication Type
Education Level
Audience
Teachers | 12 |
Practitioners | 3 |
Researchers | 1 |
Location
Australia | 8 |
Taiwan | 8 |
Canada | 7 |
Turkey | 7 |
United Kingdom | 6 |
Malaysia | 5 |
China | 3 |
Georgia | 3 |
Hong Kong | 3 |
Spain | 3 |
Indiana | 2 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Learning Style Inventory | 1 |
Motivated Strategies for… | 1 |
National Survey of Student… | 1 |
What Works Clearinghouse Rating
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
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
Jeanette A. Wertz; Candace A. Mulcahy – Preventing School Failure, 2025
Project-based learning is popular among educators and has been touted as an educationally viable option for all learners, yet limited empirical research exists to demonstrate its effectiveness with students with disabilities. In this paper, the authors investigate the alignment of project-based learning elements with high leverage practices in…
Descriptors: Student Projects, Active Learning, Students with Disabilities, Alignment (Education)
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
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
De Vivo, Kristin – Phi Delta Kappan, 2022
A new body of research shows that project-based learning (PBL) can be effective in improving students' academic performance and attempts to define some of the key practices that are essential to PBL. Kristin De Vivo summarizes key findings of four studies that covered multiple grade levels and subjects. The studies found that PBL is effective…
Descriptors: Student Projects, Active Learning, Instructional Effectiveness, Curriculum Design
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
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
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
Yuanyuan Shi; Weimin Li – SAGE Open, 2024
Project-based learning (PBL) is a transformative approach to college education with the potential to develop comprehensive skills such as critical thinking, problem-solving, and teamwork. This study explores factors influencing the effectiveness of PBL and proposes strategies for its enhancement among Chinese college students. Utilizing the…
Descriptors: Active Learning, Student Projects, Foreign Countries, College Students
Li, Huaizhong; Öchsner, Andreas; Hall, Wayne – European Journal of Engineering Education, 2019
This paper introduced how a mechanical engineering course was redesigned by applying experiential learning theory to improve student engagement and learning experience. Design of machine elements has been considered by students to be a difficult course. Traditional teaching methods tend not to be effective in engaging students. Experiential…
Descriptors: Experiential Learning, Learner Engagement, Student Experience, Engineering Education
Ebbini, Genell W. – Journal of Experiential Education, 2022
Background: Biophilia is becoming an important theme in contemporary design practice. Research in this area has demonstrated measurable improvements in human health and wellbeing when built environments are able to connect people to nature. However, there is much debate about how design students can best learn to fluidly implement biophilic…
Descriptors: Experiential Learning, Physical Environment, Student Projects, Active Learning
Ahmed, Shamsuddin – International Journal of Information and Communication Technology Education, 2022
The theory of knowledge on concepts or CK design theory describes creativity as a design conceptualization independent of other design areas. It represents innovation, creation, and discovery within the design process framework. Engineering design requires creative skills. This article presents a "Quality Function Deployment" method for…
Descriptors: Educational Innovation, Instructional Design, Creativity, Course Content
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
Zhang Huiyu; Linda Fang – International Journal of Designs for Learning, 2021
Biostatistics is a second-year subject taken by Biomedical Engineering Diploma students in Temasek Polytechnic, Singapore. Gamification elements, referenced from the popular "Pokémon GO," were infused into a suite of activities. The purpose was to engage and sustain the interest of students while facilitating the successful execution of…
Descriptors: Game Based Learning, Computer Games, Active Learning, Student Projects