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Mahfudzah Othman; Aznoora Osman; Siti Zulaiha Ahmad; Natrah Abdullah – Turkish Online Journal of Distance Education, 2024
This paper discusses the design of interactive gamified assessments for an introductory programming course based on the multimedia segmenting principle and gamification. The objective is to develop more engaging online programming assessments for low-achieving students. The general design follows Nielsen's design guidelines and incorporates…
Descriptors: Gamification, Interaction, Programming, Low Achievement
Victor K. Y. Chan – International Association for Development of the Information Society, 2024
This article seeks to explore the convergent validity of (and thus the consistency between) a few popular generative artificial intelligence (AI) robots in evaluating popular mobile learning apps' usability. The three robots adopted in the study were Microsoft Copilot, Google PaLM, and Meta Llama, which were individually instructed to accord…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Usability
Pellegrini, Mason – Journal of Technical Writing and Communication, 2022
Fierce competition has made innovation increasingly necessary for business success, and this has increased the importance of user-based innovation strategies like design thinking (DT). While many studies in technical and professional communication (TPC) have explored how DT can be used pedagogically, no studies have done this through investigating…
Descriptors: Teaching Methods, Design, Thinking Skills, Web Sites
Heydy Robles Noriega; Karen Villalba Ramos – International Association for Development of the Information Society, 2022
Microlearning has increased its popularity for course designs in eLearning environments due to short attention spans and time constraints. The objective of this designed-based research is to describe the multiple iterations of design, development, and revision of a general framework for creating a microlearning reading mobile application. First,…
Descriptors: Reading Comprehension, Design, Research Methodology, Computer Software
Chavan, Pankaj; Mitra, Ritayan – Journal of Learning Analytics, 2022
The use of online video lectures in universities, primarily for content delivery and learning, is on the rise. Instructors' ability to recognize and understand student learning experiences with online video lectures, identify particularly difficult or disengaging content and thereby assess overall lecture quality can inform their instructional…
Descriptors: Learning Analytics, Video Technology, Lecture Method, Online Courses
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
Usability of Virtual Reality for Basic Design Education: A Comparative Study with Paper-Based Design
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
Martina Angela Rau; Will Keesler; Ying Zhang; Sally Wu – IEEE Transactions on Learning Technologies, 2020
Instruction in most STEM domains uses visuals to illustrate complex problems. During problem solving, students often manipulate and construct visuals. Traditionally, students draw visuals on paper and receive delayed feedback from an instructor. Educational technologies have the advantage that they can provide immediate feedback on students'…
Descriptors: Visualization, Educational Technology, Chemistry, STEM Education
Martina Angela Rau; Will Keesler; Ying Zhang; Sally PW Wu – Grantee Submission, 2020
Instruction in most STEM domains uses visuals to illustrate complex problems. During problem solving, students often manipulate and construct visuals. Traditionally, students draw visuals on paper and receive delayed feedback from an instructor. Educational technologies have the advantage that they can provide immediate feedback on students'…
Descriptors: Visualization, Educational Technology, Chemistry, STEM Education
Anuar, Roslaili; Abidin, Shahriman Zainal; Zakaria, Wan Zamani Wan – Asian Journal of University Education, 2019
This study examines the effectiveness of the TPSACK courseware which was developed with artistic skills practice to discover the Technological, Pedagogical and Content Knowledge components in the design of the courseware. The courseware was developed based on Dick and Carey Instructional Design Model (2009) to address instruction as an entire…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Computer Software, Instructional Design
Song, Min Jeong – International Journal of Technology and Design Education, 2020
In recent 5 years, digital fabrication technologies have not only advanced rapidly but have also become more user-friendly and affordable, especially regarding their educational uses. Due to these technologies' capability to link virtual and physical making, educators have extensively discussed their potential impact on fostering a…
Descriptors: Design, Teaching Methods, Creativity, Textiles Instruction
Pearson, John – Practitioner Research in Higher Education, 2018
This paper uses an action research intervention in an attempt to improve student engagement with summative feedback. The intervention delivered summative module feedback to the students as audio recordings, replacing the written method employed in previous years. The project found that students are keen on audio as an alternative to written…
Descriptors: Feedback (Response), Audiovisual Communications, Summative Evaluation, Intervention
Khlaisang, Jintavee – Education and Information Technologies, 2017
This study aimed to create a new pedagogy-based website based on the analysis of the needs of 7147 website users who visited the Thailand Cyber University (TCU) project website during 2011-2013. The study consisted of 4 stages: (1) examining learners' needs and literature related to developing a lifelong learning framework, (2) designing a site…
Descriptors: Web Sites, Foreign Countries, Virtual Universities, Needs
Nouri, Jalal; Spikol, Daniel; Cerratto-Pargman, Teresa – Designs for Learning, 2016
This article introduces the Learning Activity Design (LEAD) framework for the development and implementation of mobile learning activities in primary schools. The LEAD framework draws on methodological perspectives suggested by design-based research and interaction design in the specific field of technology-enhanced learning (TEL). The LEAD…
Descriptors: Learning Activities, Telecommunications, Handheld Devices, Guidelines
Zahedi, Mithra; Heaton, Lorna – Design and Technology Education, 2017
How do ideas evolve in the context of collaborative design? This research explores the framing strategies and tools involved in the co-construction of a shared understanding in the early stages of a design project. We observed a team of four industrial design students working to design a pop-up shop. We found that, while the key design elements of…
Descriptors: Industrial Arts, Design, Verbal Communication, Teaching Methods
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