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Baichang Zhong; Xiaofan Liu; Shuiyan Huang – Technology, Pedagogy and Education, 2025
While pair learning (PL) is considered a potential method in STEM education including robotics education (RE), the question of how to pair students for superior learning effects remains. Current grouping strategies for PL in RE are constrained by fixed grouping (FG) and short of attention to dynamic grouping (DG). Therefore, this study aims to…
Descriptors: Robotics, Cooperative Learning, Comparative Analysis, Computer Science Education
Beavis, Catherine; O'Mara, Joanne; Thompson, Roberta – Learning, Media and Technology, 2021
There is growing interest in the incorporation of digital games as part of the suite of offerings in museum education in heritage environments. Digital games are seen as ways of recreating historic worlds, affording empathetic and affective engagement, and increasing interest in and understanding of historical periods or processes, working in…
Descriptors: Museums, Video Games, Pilot Projects, Archaeology
Örnekoglu Selçuk, Melis; Emmanouil, Marina; Grizioti, Marianthi; Van Langenhove, Lieva – Designs for Learning, 2022
Design Thinking (DT) is not merely a well-known design methodology but also an entire mindset towards solving complex societal problems in an innovative way. Its popularity in diverse disciplines beyond design, is due to its relation with the development of key 21st-century skills, such as creativity, critical thinking, collaboration and…
Descriptors: Design, Research Methodology, Problem Solving, Games
Doren, Mariah; Millington, Anette – International Journal of ePortfolio, 2019
While it is commonly accepted that being a reflective practitioner is important, teaching students how to do this is less often addressed. As part of larger curricular revisions, Parsons School of Design made the decision to embed the use of an online learning portfolio (LP) at the core of the first-year experience. The addition of the LP was…
Descriptors: Reflective Teaching, Design, Teaching Methods, Portfolios (Background Materials)
Blunden, Jennifer – International Journal of Art & Design Education, 2019
What role does writing play in secondary art & design education? In the context of current debates on access and participation in the visual arts, the nature of art discourse and the value of creative subjects within the curriculum, what impact do the existing requirements have on students, teachers and the broader arena of the visual arts?…
Descriptors: Barriers, Pilot Projects, Art Education, Design
Wyatt, Lisa G.; Scragg, Benjamin S.; Stein, Jennifer Y. G.; Mishra, Punya – Journal of Cases in Educational Leadership, 2021
This case study, framed within a school-university partnership, highlights the tensions inherent to employing design-based approaches for educational change. The case illustrates core tensions between an abductive, open-ended, design-based approach to change versus more traditional (deductive/inductive) approaches to managing change in schools.…
Descriptors: Educational Change, School Restructuring, Design, College School Cooperation
Bossavit, B.; Parsons, S. – Journal of Computer Assisted Learning, 2018
Digital educational games research tends to lack ecological validity by not adequately taking into account the views and perspectives of children and young people with autism spectrum disorders (ASD). This paper is a pilot study that explores and analyses an academic-based educational game that was co-designed with and for young people with ASD.…
Descriptors: Autism, Outcomes of Education, Computer Games, Teaching Methods
Stables, Kay – Design and Technology Education, 2014
This article presents the concept of "designerly wellbeing," identifying the value for individuals and society of the development of the design capability inherent in all humans. The concept builds on ideas more generally of capability, well-being and democratic design and is characterised as the satisfaction, pride, confidence and…
Descriptors: Design, Well Being, Teaching Methods, Preferences
Ruggiero, Dana; Boehm, Jeff – International Review of Research in Open and Distributed Learning, 2016
Incorporation of practical experience in learning design and technology education has long been accepted as an important step in the developmental process of future learning designers. The proliferation of adult online education has increased the number of graduate students who are in need of a practical internship placement but have limited…
Descriptors: Design, Internship Programs, Computer Simulation, Technology Education
McCarthy, Josh – Australasian Journal of Educational Technology, 2015
This paper reports on a pilot study using the "Café," the collaborative application for education as an online learning environment within the Facebook framework, for first-year tertiary design students. The "Café," a new e-learning application, has been designed based on five principles of user interface design--visibility,…
Descriptors: Social Networks, Electronic Learning, Pilot Projects, College Freshmen
Thompson Long, Bonnie; Hall, Tony – Australasian Journal of Educational Technology, 2015
This paper reports research into developing digital storytelling (DST) to enhance reflection within a specific professional learning context--that of a programme of teacher education--while concomitantly producing a transferrable design framework for adaption into other, similar post-secondary educational contexts. There has been limited…
Descriptors: Story Telling, Teaching Methods, Preservice Teachers, Intervention
Ulas-Dagli, Ugur; Pasaoglulari-Sahin, Nil; Güley, Kamil – Eurasian Journal of Educational Research, 2013
Problem Statement: Design is an indispensable part of the human being. It enters one's life on the very first day that the eyes open. Design awareness is developed at an early age. With a proper education, even in the preschool years, design is experienced within one's close environment. Purpose of the Study: This study aims to determine the…
Descriptors: Foreign Countries, Secondary School Students, Pilot Projects, Design
Benenson, Gary; Stewart-Dawkins, Shawndel; White, Gwynn – Advances in Engineering Education, 2012
In spite of numerous calls for action, e.g., Executive Office of the President (2010), there have been few efforts nationally to promote engineering education in the elementary grades. Of these, hardly any have targeted underrepresented populations (National Academy of Engineering, 2009, p. 74). The collaboration described in this paper is a…
Descriptors: Engineering Education, Elementary Education, STEM Education, Design
Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
White, David; Le Cornu, Alison – Educational Research, 2010
Background: Many of the potential benefits of using virtual worlds for teaching and learning are difficult to define and often become overly focused on the functionality of the technology or on its ability to support informal or "social" forms of learning. Purpose: The aim of the paper is to highlight the experiential nature of virtual…
Descriptors: Experiential Learning, Learning Theories, Lifelong Learning, Pilot Projects
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