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Shared Learning Objectives in Interdisciplinary Projects: Game Design in a Sino-Scandinavian Context
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
Kim, Eunhye; Strimel, Greg J. – IEEE Transactions on Education, 2020
Contribution: Increased understanding of the influence of a project-based multidisciplinary design and innovation course on students' engineering design thinking, specifically regarding problem framing. Background: Entrepreneurship-related education has been offered to engineering and technology students, but its influence has been discussed…
Descriptors: Student Projects, Active Learning, Interdisciplinary Approach, Entrepreneurship
Vesikivi, Petri; Lakkala, Minna; Holvikivi, Jaana; Muukkonen, Hanni – Research Papers in Education, 2020
Technological and social developments during the past years emphasise the importance of knowledge work competence. Additionally, funding of universities in Finland was changed to be based largely on yearly accumulated credits, therefore, improving retention is of critical importance for the institution. In order to improve first-year retention…
Descriptors: Active Learning, Student Projects, School Holding Power, College Credits
Jespersen, Line Marie Bruun – Journal of Problem Based Learning in Higher Education, 2018
Art and Technology is an interdisciplinary art program at AAU that involves knowledge and methods ranging from the humanities, to engineering sciences. Art and Technology is a hybrid program that combines science and technology with the artistic imagination, and thus combines both artistic and academic methodologies. The main question this paper…
Descriptors: Art Education, Science Education, Technology Education, Teaching Methods
Kohn Rådberg, Kamilla; Lundqvist, Ulrika; Malmqvist, Johan; Hagvall Svensson, Oskar – European Journal of Engineering Education, 2020
Challenge-based learning (CBL) is a multidisciplinary approach that encourages students to work actively with peers, teachers and stakeholders in society to identify complex challenges, formulate relevant questions and take action for sustainable development. In this paper, it is argued that CBL can be viewed as an evolution of the Conceive,…
Descriptors: Learning Experience, Interdisciplinary Approach, Sustainable Development, Universities
Esjeholm, Bjørn-Tore – International Journal of Technology and Design Education, 2015
This study explores how theoretical elements of design knowledge relate to notions of creativity found in literature. The results of this exploration are further applied to analyze four different cross-curricular design and technology projects in Norwegian primary and lower secondary school. All of the school projects examined were intended to be…
Descriptors: Technology Education, Creativity, Design, Student Projects
Buj-Corral, Irene; Marco-Almagro, Lluís; Riba, Alex; Vivancos-Calvet, Joan; Tort-Martorell, Xavier – Journal of Technology and Science Education, 2015
In the subject Project I in the second year of the Degree in Industrial Technology Engineering taught at the School of Industrial Engineering of Barcelona (ETSEIB), subgroups of 3-4 students within groups of 20 students develop a project along a semester. Results of 2 projects are presented related to manufacturing, measurement of parts and the…
Descriptors: Foreign Countries, Active Learning, Student Projects, Manufacturing
Kim, Pyoung Won – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The Korean STEAM education pursues a convergent human resources education, but there are shortcomings associated with it due to the fact that it excludes the Humanities in its curriculum. This study embodies the accomplishments from the design and field application of the STEAM education model that has added Humanities fields (history, geography,…
Descriptors: Foreign Countries, Active Learning, Student Projects, Pilot Projects
Bungum, Berit; Manshadi, Saeed; Lysne, Dag Atle – International Journal of Mathematical Education in Science and Technology, 2014
This paper presents a case study of how a teacher and nine-year-old students deal with mathematics in a practical technology project. By analysing videotaped dialogues between teacher and a pair of students working on constructing a house model, we identify challenges of meaningful inclusion of mathematics in the project. The dialogues are…
Descriptors: Mathematics Instruction, Elementary School Mathematics, Elementary School Students, Case Studies
Baser, Derya; Ozden, M. Yasar; Karaarslan, Hasan – Research in Science & Technological Education, 2017
Background: Blending collaborative learning and project-based learning (PBL) based on Wolff (2003) design categories, students interacted in a learning environment where they developed their technology integration practices as well as their technological and collaborative skills. Purpose: The study aims to understand how seventh grade students…
Descriptors: Foreign Countries, Cooperative Learning, Active Learning, Student Projects
Kelley, Todd R. – Journal of Technology Studies, 2012
The current emphasis in K-12 education on science, technology, engineering, and mathematics (STEM) (Douglas, Iversen, & Kalyandurg, 2004; Sanders, 2009) creates many ways to partner engineering education with these fields. Therefore, it is appropriate to examine the commonalities these fields have with engineering education. Though much of the…
Descriptors: Elementary Secondary Education, STEM Education, Engineering Education, Technology Education
De Jong, Ton; Van Joolingen, Wouter R.; Giemza, Adam; Girault, Isabelle; Hoppe, Ulrich; Kindermann, Jorg; Kluge, Anders; Lazonder, Ard W.; Vold, Vibeke; Weinberger, Armin; Weinbrenner, Stefan; Wichmann, Astrid; Anjewierden, Anjo; Bodin, Marjolaine; Bollen, Lars; D'Ham, Cedric; Dolonen, Jan; Engler, Jan; Geraedts, Caspar; Grosskreutz, Henrik; Hovardas, Tasos; Julien, Rachel; Lechner, Judith; Ludvigsen, Sten; Matteman, Yuri; Meistadt, Oyvind; Naess, Bjorge; Ney, Muriel; Pedaste, Margus; Perritano, Anthony; Rinket, Marieke; Von Schlanbusch, Henrik; Sarapuu, Tago; Schulz, Florian; Sikken, Jakob; Slotta, Jim; Toussaint, Jeremy; Verkade, Alex; Wajeman, Claire; Wasson, Barbara; Zacharia, Zacharias C.; Van Der Zanden, Martine – British Journal of Educational Technology, 2010
Science Created by You (SCY) is a project on learning in science and technology domains. SCY uses a pedagogical approach that centres around products, called "emerging learning objects" (ELOs) that are created by students. Students work individually and collaboratively in SCY-Lab (the general SCY learning environment) on "missions" that are guided…
Descriptors: Learning Activities, Learning Strategies, Interdisciplinary Approach, Science Education
Hughes, Bill – Technology and Engineering Teacher, 2010
Innovations from the United States have often led the world to new discoveries and solutions to complex problems. However, there are alarming indications that the United States is falling behind other countries in the ability to apply science, technology, engineering, and math to complex problems facing our world. In order for the country to…
Descriptors: State Colleges, Engineering, Technology Education, Middle School Students
Mentzer, Nathan – Journal of STEM Teacher Education, 2011
This study contextualized the use of the engineering design process by providing descriptions of how each element in a design process was integrated in an eleventh grade industry and engineering systems course. The guiding research question for this inquiry was: How do students engage in the engineering design process in a course where technology…
Descriptors: Technology Education, Engineering Education, Instructional Design, Barriers
Baytak, Ahmet – ProQuest LLC, 2009
Among educational researchers and practitioners, there is a growing interest in employing computer games for pedagogical purposes. The present research integrated a technology education class and a science class where 5th graders learned about environmental issues by designing games that involved environmental concepts. The purposes of this study…
Descriptors: Elementary School Science, Environmental Education, Computer Software, Interviews
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