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Brown-Turner, Jasmine – ProQuest LLC, 2017
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members…
Descriptors: Computer Games, Phenomenology, Computer Software, Computer Simulation
Chu, Po Ying; Hung, Hsiu Yen; Wu, Chih Fu; Liu, Yen Te – International Journal of Technology and Design Education, 2017
Due to the wide application of digital tools and the improvement in interactive technologies, design thinking might change in digital world comparing to that in traditional design process. This study aims to explore the difference of design thinking between three kinds of sketching tools, i.e. hand-sketch, tablet, and pen-input display, by means…
Descriptors: Freehand Drawing, Visual Learning, Concept Formation, Design
Wong, Ju-Joan; Chen, Po-Yu; Chen, Chun-Di – International Journal of Art & Design Education, 2016
Professional training for designers is crucial in the field of design studies. The characteristics of novices versus those of expert designers have been identified in the literature; however, studies exploring the issue of professional training processes in the actual workplace are not well developed. Our study addresses the topic by using…
Descriptors: Industrial Arts, Design, Novices, Specialists
Gilliam, Melissa; Jagoda, Patrick; Jaworski, Erin; Hebert, Luciana E.; Lyman, Phoebe; Wilson, M. Claire – Sex Education: Sexuality, Society and Learning, 2016
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab.…
Descriptors: Sexuality, Violence, Video Games, Teaching Methods
Garcia, Francisco A. – ProQuest LLC, 2015
The purpose of this study was to discover how three person teams use game templates (trivia, role-play, or scavenger hunt) to socially construct knowledge. The researcher designed an experimental Internet-based database to facilitate teams creating each game. Teams consisted of teachers, students, hobbyist, and business owners who shared similar…
Descriptors: Games, Databases, Teamwork, Interaction
Sanders-Bustle, Lynn; Lalik, Rosary – Journal of Adolescent & Adult Literacy, 2017
The purpose of this article is to explore the potential of artistic design to promote critical literacy among adult learners. Conducted by a university literacy educator and a university art educator, this qualitative study examined adults' divergent perspectives in the design of a mosaic at a center for the homeless. Participants included a…
Descriptors: Critical Literacy, Adult Learning, Art, Design
Song, Ting; Becker, Kurt; Gero, John; DeBerard, Scott; DeBerard, Oenardi; Reeve, Edward – Journal of Technology Education, 2016
The authors investigated the differences in using problem decomposition and problem recomposition between dyads of engineering experts, engineering seniors, and engineering freshmen. Participants worked in dyads to complete an engineering design challenge within 1 hour. The entire design process was video and audio recorded. After the design…
Descriptors: Engineering, Design, Engineering Education, Cooperation
Bartholomew, Scott – ProQuest LLC, 2016
With the increasingly ubiquitous nature of mobile devices among K-12 students, many argue for and against the inclusion of these devices in K-12 classrooms. Arguments in favor cite instant access to information and collaboration with others as positive affordances made possible through mobile devices. Self-directed learning, a process where…
Descriptors: STEM Education, Portfolios (Background Materials), Engineering Education, Design
Wilson, Amy Alexandra; Smith, Emma; Householder, Daniel L. – Journal of Adolescent & Adult Literacy, 2014
This comparative case study describes the literacy practices of two groups of adolescents as they sought to solve authentic problems through engineering design processes. Three types of data were collected as the groups addressed these problems: video- and audio-recordings of their conversations; adolescent-generated products; and pre- and…
Descriptors: Comparative Analysis, Case Studies, Adolescents, Problem Solving
Park, Thomas H.; Dorn, Brian; Forte, Andrea – ACM Transactions on Computing Education, 2015
Many people are first exposed to code through web development, yet little is known about the barriers beginners face in these formative experiences. In this article, we describe a study of undergraduate students enrolled in an introductory web development course taken by both computing majors and general education students. Using data collected…
Descriptors: Programming Languages, Computer Science Education, Hypermedia, Web Sites
Moorefield-Lang, Heather – TechTrends: Linking Research and Practice to Improve Learning, 2015
Makerspaces and accompanying technologies are exciting new services being offered in libraries. However, these come with their own challenges and successes. Training for maker learning locations continues to be difficult to obtain. Inservice librarians rely on peers in the field and online resources for their training. Most preservice librarians…
Descriptors: Educational Technology, Librarians, Libraries, Library Education
Zimmerman, Heather Toomey; Bell, Philip – International Journal of Science Education, Part B: Communication and Public Engagement, 2014
This project analyses the prevalence and social construction of science in the everyday activities of multicultural, multilingual children in one urban community. Using cross-setting ethnographic fieldwork (i.e. home, museum, school, community), we developed an ecologically grounded interview protocol and analytical scheme for gauging students'…
Descriptors: Science Education, Ethnography, Family Environment, Museums
Dasuki, Salihu Ibrahim; Ogedebe, Peter; Kanya, Rislana Abdulazeez; Ndume, Hauwa; Makinde, Julius – International Journal of Education and Development using Information and Communication Technology, 2015
Efforts are been made by Universities in developing countries to ensure that it's graduate are not left behind in the competitive global information society; thus have adopted international computing curricular for their computing degree programs. However, adopting these international curricula seem to be very challenging for developing countries…
Descriptors: Developing Nations, Competence, Global Approach, International Cooperation
Tolentino, Lisa – ProQuest LLC, 2013
This dissertation describes the development of a state-of-the-art immersive media environment and its potential to motivate high school youth with autism to vocally express themselves. Due to the limited availability of media environments in public education settings, studies on the use of such systems in special education contexts are rare. A…
Descriptors: Autism, Educational Media, High School Students, Verbal Communication
Littlejohn, Deborah Kathleen – ProQuest LLC, 2011
This research concerns the culture of design education in the context of great change in the social and professional conditions of practice. Findings illuminate interrelationships among pedagogy, professional identity and the design of the instructional setting in programs that teach visual communication and interaction design. Participants'…
Descriptors: College Faculty, College Instruction, Grounded Theory, Models
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