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Showing 1 to 15 of 73 results Save | Export
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Fumiya Akasaka; Fuko Oura; Kentaro Watanabe – International Journal of Art & Design Education, 2025
The paradigm of design must drastically change to promote sustainable social development that considers not only economic growth but also human well-being and environmental sustainability. Some scholars argue that the central paradigm of design should focus more on the societal perspective. This article refers to such a socially oriented design…
Descriptors: Foreign Countries, Design, Sustainable Development, Social Development
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Lahdenperä, Juulia; Jussila, Jari; Järvenpää, Anne-Mari; Postareff, Liisa – LUMAT: International Journal on Math, Science and Technology Education, 2022
Many studies emphasise the need for supporting higher education students to develop general competences. In this study, we report on the first cycle of a designbased research project conducted in the Design Factory context. The aim of the project is to understand how general competences can be integrated into course modules and within…
Descriptors: College Students, School Business Relationship, Design, Competence
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Jiang, Hao; Tang, MingXi; Peng, Xiang; Liu, Xiaoli – International Journal of Technology and Design Education, 2018
The subject of design and technology was introduced to the curriculum for high schools in China 10 years ago. However, the teaching and learning of this subject have become difficult for both teachers and students because there is a lack of qualified teachers with design background to deliver this subject in a way to stimulate the learning…
Descriptors: High School Students, Design, Technology Education, Educational Technology
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Mentzer, Nathan; Reed, Philip A.; Alnouri, Meshari; Barbarji, Mohammad – Technology and Engineering Teacher, 2018
In 2010, the Kuwait Foundation for the Advancement of Sciences (KFAS) founded the Sabah Al Ahmad Center for Giftedness and Creativity (SACGC). The Center supports Kuwait's Strategic Development Plan and the country's commitment to nurture gifted and talented youth. The Center also supports the work of talented adult inventors and entrepreneurs by…
Descriptors: Foreign Countries, Academically Gifted, Creativity, Educational Innovation
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Hussein Karam Hussein Abd El-Sattar – Education and Information Technologies, 2025
Daily living activities (DLAs) are crucial for people with autism spectrum disorder (ASD). Immersive learning technologies (ILTs), such as virtual reality (VR), augmented reality (AR), serious games (SGs), and the metaverse, are emerging and expanding globally as a result of the COVID-19 pandemic. In the virtual world, metaverse technology is…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Daily Living Skills, Computer Simulation
Jonathan Spike – ProQuest LLC, 2024
As more and more students seek out online educational opportunities, emerging technology and platforms must provide the most effective experience for learners to expand their knowledge and skill sets. The research study aimed to investigate social presence, collaboration, and design opportunities in head-mounted, virtual reality as compared to the…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Interpersonal Relationship
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Corey Schimpf; Brian Castellani – International Journal of Social Research Methodology, 2024
Advances in the integration of smart technology with interdisciplinary methods has created a new genre, approachable modeling and smart methods -- AM-Smart for short. AM-Smart platforms address a major challenge for applied and public sector analysts, educators and those trained in traditional methods: accessing the latest advances in…
Descriptors: Technology Integration, Technology Uses in Education, Computer Oriented Programs, Artificial Intelligence
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Caglayan, Evrim – International Education Studies, 2021
The Coronavirus (COVID-19) pandemic, which started in the People's Republic of China in December 2019, spread to the entire world at the beginning of 2020 and affected all areas of social life. Under the measures were taken by governments; education in countries was stopped temporary and art and design education were carried to the computer…
Descriptors: Foreign Countries, COVID-19, Pandemics, School Closing
Office of Educational Technology, US Department of Education, 2024
Technology can be a powerful tool to help transform learning. It has the potential to empower students to expand their learning beyond the confines of the traditional classroom, support self-directed learning, help educators tailor learning experiences to individual student needs, and support students with disabilities. Technology also has the…
Descriptors: Technology Uses in Education, Global Approach, Electronic Learning, Computer Assisted Instruction
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Raes, Annelies; Detienne, Loulou; Windey, Ine; Depaepe, Fien – Learning Environments Research, 2020
More and more higher educational institutions invest in technology-enhanced learning spaces, which raises the question of how these environments can be shaped to be as effective as possible. A specific new learning space is the synchronous hybrid or blended learning environment in which both on-site and remote students can simultaneously attend…
Descriptors: Synchronous Communication, Blended Learning, State of the Art Reviews, Literature Reviews
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Cheng, Ya-Wen; Wang, Yuping; Yang, Yu-Fen; Yang, Zih-Kwan; Chen, Nian-Shing – Computer Assisted Language Learning, 2021
This study aims to design an authoring system of robots and IoT-based toys for creating a scenario-based interactive learning environment for young English as a Foreign Language learners. This study adopts a design-based research approach to investigate the pedagogical needs, the critical features and usability of such a authoring system. Twelve…
Descriptors: Robotics, Design, Toys, Teaching Methods
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Özgen, Dilay Seda; Afacan, Yasemin; Sürer, Elif – International Journal of Technology and Design Education, 2021
Virtual reality (VR) is an emerging technology that is being used in a wide range of fields such as medicine, gaming, psychology and sociology. The use of VR is promising in the field of education and requires investigation, but research on the use of VR in education is still limited. This enables the exploration of new territories, and design…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Design
McCallister, Alice – ProQuest LLC, 2019
Organizational demand for integrating gamification into existing electronic learning platforms has increased. The increased demand for gamification has become an issue for IS professionals when they must integrate it into electronic learning systems. This qualitative single case study explored the technical challenges information systems (IS)…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Information Systems
Chary, Mamatha; McEldoon, Katherine; Churaman, Tanya – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Educational Principles, Learning, Educational Technology, Technology Uses in Education
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Rahmadi, Imam Fitri; Lavicza, Zsolt; Houghton, Tony – Contemporary Educational Technology, 2021
Educational games have great potential for learning, however the potential of user-generated microgames for supporting learning is still not completely understood. The present study reviews the design quality of user-generated microgames based on microgame design fundamentals and explores the potential of the games for facilitating learning from…
Descriptors: Educational Games, Game Based Learning, Design, Elementary School Teachers
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