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Showing 1 to 15 of 22 results Save | Export
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Marnewick, Carl; Chetty, Jacqui – International Journal of Educational Technology in Higher Education, 2021
Gamification is used in various disciplines to elucidate complex problems. These disciplines are typically the science, technology, engineering, and mathematics disciplines. It is not known whether gamification can be used to teach research methodology. MinecraftEDU was used to create games to explain the various concepts within research…
Descriptors: Educational Games, Game Based Learning, Teaching Methods, Research Methodology
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Dong-Qiang Lin; Yu-Cheng Chen; Xin-Yu Chen; Shan-Jing Yao – Journal of Chemical Education, 2024
While process simulation tools offer immense potential in chemical engineering, effectively integrating them into the educational curriculum poses challenges. This work explored and practiced online-offline blended teaching in process simulation courses. The design of this blended course was based on a comparison of students' performances in fully…
Descriptors: Blended Learning, Simulation, Courses, Teaching Methods
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Gunday Gul, Ciler Gozde; Afacan, Yasemin – International Journal of Art & Design Education, 2018
In architectural design education, the most significant part in the curriculum is the design studio, where students learn how to design. Critique has a crucial role in the design studio, and in determining the best and most beneficial critique type for the architectural design education process. Student attitudes toward critiques and student…
Descriptors: Criticism, Preferences, Architectural Education, Design
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Mejia-Puig, Luis Alfonso; Arango, Hugo Dario; Chandrasekera, Tilanka – Design and Technology Education, 2022
The purpose of this study was to explore design student's perceptions over traditional and digital mediums within the design process. In this research, a convenient sample of design students was selected from two universities between Latin America and North America to respond a questionnaire which inquired for the design steps and the type of…
Descriptors: Design, Teaching Methods, Student Attitudes, Undergraduate Students
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Rodriguez, Shelly; Harron, Jason; Fletcher, Steven; Spock, Hannah – Science Teacher, 2018
While there is no official definition, making is generally thought of as turning ideas into products through design, invention, and building. Support is growing for integrating making into science, technology, engineering, and mathematics (STEM) education. Making can help high school students explore science concepts and phenomena, yet, lacking…
Descriptors: High School Students, Creative Development, Design, Curriculum Enrichment
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Niemi, Kreeta – Education Inquiry, 2021
Finnish education has recently experienced reforms with respect to guidelines forming the curriculum framework for basic education and school architecture. Since 2016, all new schools incorporate open and flexible design, at least to some extent. The more open school design challenges the conventional organisation of space and pre-defined…
Descriptors: Futures (of Society), Educational Change, Curriculum Development, Architecture
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Motamed, Bahareh; Tucker, Richard – International Journal of Technology and Design Education, 2018
This paper sets out to consider the relationship between design education, architects' colour knowledge, colour orientations and colour use in design practice. Specifically, a survey of 274 architects, architectural academics and postgraduates in Australia and Iran addressed the questions--is design education informing colour knowledge, and does…
Descriptors: Color, Design, Correlation, Architecture
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Rosar, Michaela; Lipka, Alexander; Weidlich, Joshua; Bastiaens, Theo – International Journal on E-Learning, 2018
This quasi-experimental study compares preferences for the amount of instructional guidance between creative and noncreative learners. Instructional guidance is implemented as a two-level factor represented as two variants of a visual design task, only differing in the amount of verbal guidance they gave. Dependent preference outcomes were…
Descriptors: Creativity, Web Based Instruction, Questionnaires, Comparative Analysis
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Puttick, Gillian; Tucker-Raymond, Eli – Journal of Science Education and Technology, 2018
Science and computational practices such as modeling and abstraction are critical to understanding the complex systems that are integral to climate science. Given the demonstrated affordances of game design in supporting such practices, we implemented a free 4-day intensive workshop for middle school girls that focused on using the visual…
Descriptors: Climate, Systems Building, Workshops, Middle School Students
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Islam, Zahid – Design and Technology Education, 2019
It is evident from previous research that learner preference, cognitive load and effective learning are interconnected. Designers' individual characteristics and preferred modality of information delivery in the design studio has direct relation to the effective use of the information delivered. This study evaluates and discusses possibilities of…
Descriptors: Preferences, Constructivism (Learning), Cognitive Ability, Design
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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
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Smith, Blaine E. – Literacy, 2019
Although a large body of research emphasises the collaborative nature of adolescents' multimodal composing processes in and out of school, little is known about how or why collaborative partnerships might differ across composers or digital tools. Integrating sociocultural and social semiotics theoretical frameworks, this study examined how three…
Descriptors: Semiotics, Sociocultural Patterns, Video Technology, Cooperative Learning
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Pombo, Fátima; Bervoets, Wouter; De Smet, Henk – Design and Technology Education, 2015
As a consequence of fruitful discussions about joining theory and practice both in design research and educational design programmes, this article aims to explore phenomenological parameters in the framework of an exercise for Engineer-architecture students from the University of Leuven in Belgium. Relying upon the arguments of recognised…
Descriptors: Phenomenology, Architecture, Design Crafts, Design
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Delise, Lisa A.; Mello, Abby L. – Management Teaching Review, 2017
The Widget design task is an in-class, experiential exercise that affords students the opportunity to develop interpersonal skills in group negotiation. Students engage in new product design in committees of two dyads where one dyad represents Consumer Research and the other represents Strategic Management. Task information creates different…
Descriptors: Experiential Learning, Interpersonal Competence, Skill Development, Conflict Resolution
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Chu, Sauman – Journal of Educational Issues, 2016
With increasing changes in our demographic populations and new immigrants settling in the US, there is an increasing need for visual communications that address the diversity of our populations. This paper draws from the results of the researcher's several past research and teaching projects that worked with different cultural populations. These…
Descriptors: Cultural Differences, Video Technology, Cultural Background, Design
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