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Gray, Colin M.; McKilligan, Seda; Daly, Shanna R.; Seifert, Colleen M.; Gonzalez, Richard – International Journal of Technology and Design Education, 2019
Numerous studies have shown the value of introducing cognitive supports to encourage the development of creative ability, and researchers have developed a variety of methods to aid in generating ideas. However, design students often struggle to explore more ideas after their initial ideas are exhausted. In this study, an empirically validated tool…
Descriptors: Creativity, Design, Heuristics, Industrial Arts
Komatsu, Kotaro; Jones, Keith – International Journal of Science and Mathematics Education, 2019
Task design is increasingly recognised as crucial for enhancing student learning of mathematics. Even so, and despite the significance of mathematical activity related to proofs and counterexamples in school mathematics, the task design principles underpinning students' success in proof-related activity remains under-explored in mathematics…
Descriptors: Mathematics Instruction, Learning Activities, Validity, Mathematical Logic
Shannon M. Clancy – ProQuest LLC, 2024
Engineering students need to prepare to address increasingly complex, contextual, and ambiguous problems in their future careers. Many students pursue engineering to improve societal problems and create innovative solutions. Yet, divergent thinking needed for creativity, and the consideration of multiple social issues and a variety of contexts, is…
Descriptors: Engineering Education, Creative Thinking, Social Problems, Education Work Relationship
Buckley, Jeffrey; Seery, Niall; Canty, Donal – International Journal of Technology and Design Education, 2018
Design activities typically involve and culminate in the creation of models representative of new ideas and conceptions. The format is often dictated by the specific discipline, with ideas in design and technology education regularly being externalised through the use of computer aided design (CAD). This paper focusses on the realisation stage of…
Descriptors: Heuristics, Design, Technology Education, Teaching Methods
Novoa, Mauricio – Design and Technology Education, 2018
This article discusses three years' research (2012-2014) on design education towards a 2016 undergraduate industrial design curriculum launch. It contributes a pathway for conservative courses towards design culture transformation and filling gaps between them and leading breakthrough education exemplars. The course proposes a collective knowledge…
Descriptors: Industrial Arts, Design, Teaching Methods, Undergraduate Students
Beavis, Catherine; Walsh, Christopher; Bradford, Clare; O'Mara, Joanne; Apperley, Thomas; Gutierrez, Amanda – English in Australia, 2015
The need for English and literacy curriculum to connect with young people's lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked…
Descriptors: English Instruction, English Curriculum, Heuristics, Teaching Methods
Janssen, Fred; Waarlo, Arend Jan – Journal of Biological Education, 2010
According to a century-old tradition in biological thinking, organisms can be considered as being optimally designed. In modern biology this idea still has great heuristic value. In evolutionary biology a so-called design heuristic has been formulated which provides guidance to researchers in the generation of knowledge about biological systems.…
Descriptors: Heuristics, Biology, Teaching Methods, Design
Clyde, Jerremie; Wilkinson, Glenn R. – History Teacher, 2012
The gamic mode is an innovative way of authoring scholarly history that goes beyond the printed text or digital simulations by using digital game technologies to allow the reader to interact with a scholarly argument through meaningful choice and trial and error. The gamic mode makes the way in which the past is constructed as history explicit by…
Descriptors: Foreign Countries, History, Scholarship, Epistemology

Thiagarajan, Sivasailam; Pasigna, Aida L. – Simulation and Games, 1985
Describes basic structure of a framegame, Chain Gang, in which self-instructional modules teach a cognitive skill. Procedures are presented for loading new content into the game's basic framework to teach algorithms or heuristics and for game modification to suit different situations. Handouts used in the basic game are appended. (MBR)
Descriptors: Algorithms, Design, Educational Games, Formative Evaluation