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Thompson, Penny – TechTrends: Linking Research and Practice to Improve Learning, 2023
The educational/instructional technology field has used several names throughout its history in an effort to communicate the focus of teaching and scholarship in the field. This qualitative study explored the thought process of four faculty members whose programs adopted the name "Learning, Design, and Technology." Findings indicate the…
Descriptors: Educational Technology, Learning, Design, Technology
Jonas Hallström; Piet Ankiewicz – Journal of Technology Education, 2024
This article presents an investigation into the value-based affordances of volition as an integral philosophical component of technology education, specifically in relation to design methodology. As the central aspect of technology education, design has a prominent position in curricula all over the world, not just in subjects named Design and…
Descriptors: Technology Education, Sustainability, Values, Individual Power
Deivid E. S. Silva; Tayana Conte; Natasha M. C. Valentim – Informatics in Education, 2024
Contemporary society is characterized by diversity and intricacy, necessitating more meaningful learning experiences. To meet these evolving needs, the incorporation of computational systems into education must acknowledge the distinctive characteristics of learners. Therefore, we conducted a Systematic Mapping Study (SMS) to investigate…
Descriptors: Learning Experience, Design, Computation, Educational Resources
Hisashi Nakahara; Keita Sera; Tetsuya Uenosono; Atsuhiro Katsumoto; Jun Moriyama – Design and Technology Education, 2024
This study investigates junior high school students' perspectives on improving manufactured products and their perceptions as users after participating in materials processing technology learning in Japan. Guided by recent changes in Japanese curriculum guidelines emphasizing real-world application, we conducted a web-based survey collecting 721…
Descriptors: Junior High School Students, Student Attitudes, Manufacturing, Technology
Saba Kawas – ProQuest LLC, 2022
Today's technologies are rapidly impacting how children learn, play, communicate, and interact with others. Popular media and common wisdom often portray children's technology use as detrimental to their growth and wellbeing. However, in recent years, a wealth of research in Child-Computer Interaction (CCI), education, and health informatics…
Descriptors: Child Development, Technology, Design, Handheld Devices
Nazmul Hasan; Manisha J. Nene – Journal of Educational Computing Research, 2024
Children with Autism face several significant challenges, including deficits in both verbal and nonverbal communication, difficulties with concentration, limited interest in their surroundings, non-responsiveness, and struggles with adapting to new situations. It is imperative to consider and address these challenges when implementing…
Descriptors: Autism Spectrum Disorders, Children, Skill Development, Caregiver Role
Lyn Denend; Ross Venook; Ravinder D. Pamnani; Kunj Sheth; Joseph Towles – Biomedical Engineering Education, 2024
In design-oriented biomedical engineering courses, some instructors teach need-driven methods for health technology innovation that use a "need statement" to reflect a student team's hypothesis about the most fruitful direction for their project. While need statements are of the utmost importance to the projects, we were not aware of any…
Descriptors: Scoring Rubrics, Biomedicine, Engineering Education, Student Projects
Hannah M. Grossman; Wangari Wanjiku; Everlyn Nguku – TechTrends: Linking Research and Practice to Improve Learning, 2024
We provide a design case using applied trauma-informed frameworks to guide the design and usage adoption of an online support and mentorship platform for African applied science PhD scholars. In the Rsif context, scholars traverse countries, systems, and cultures to obtain their PhDs. The project objective was to create an online system to support…
Descriptors: Foreign Countries, Doctoral Students, Mentors, Technology
Clark-Stallkamp, Rebecca; Ames, Matthew – TechTrends: Linking Research and Practice to Improve Learning, 2023
Primary sources are the foundations of historical research because they are artifacts representing first-hand accounts or connections to the event, time, or place being investigated. The reality is that many IDT researchers do not have training in historical source analysis, nor do many researchers know where to find primary sources in the field…
Descriptors: Primary Sources, Research, History, Researchers
Jing Li – Interactive Learning Environments, 2024
The development of new approaches to digital art is based on improving a variety of technologies. The main goal of this paper is to identify the gamification of digital art through the promotion of speculative design and interactive experiences. To achieve this goal, theoretical and practical methods were used in the research. A survey determined…
Descriptors: Art, Gamification, Computer Use, Technology
Jennifer Rowsell; Anna Keune; Alison Buxton; Kylie Peppler – Reading Research Quarterly, 2024
This article challenges an over-reliance on language as the primary means to communicate knowledge by adopting a language"less"ness approach to maker pedagogies and maker literacies. Having conducted makerspace and design-based research for some time, we separately and together noticed a productive relationship between wordless…
Descriptors: Design, Teaching Methods, Correlation, Handicrafts
Nemirovsky, Ricardo; Ferrari, Giulia; Rasmussen, Chris; Voigt, Matthew – Digital Experiences in Mathematics Education, 2021
This article relates a case study on how a conversation with materials and diagrams -- the actual use of materials and diagrams to think, imagine, explain, collaborate, design and build -- featured a certain kind of interplay between material and digital components. The physical components present in this setting included a water wheel, which is a…
Descriptors: Case Studies, Motion, Visual Aids, Teaching Methods
Balfour, Michael; Cattoni, Jan; Sextou, Persephone; Herbert, Anthony; Seear, Lynne; Lobwein, Guy; Gibson, Margaret; Penton, Jennifer – Research in Drama Education, 2022
Hospitalisation can be a challenging experience for young people, including higher levels of anxiety, social isolation, and depression. In this paper we identify the possibilities of an applied theatre pilot that aimed to combine co-designed virtual reality (VR) approaches with intermedial work with young people in hospital. Within the pilot study…
Descriptors: Computer Simulation, Hospitals, Design, Patients
Xiaohong Liu; Jianjun Gu; Jinlei Xu – International Journal of Technology and Design Education, 2024
Creativity and problem-solving are 21st-century skills that students must have to respond to the complex world dominated by technology. Teaching activities integrating Design Thinking (DT) have the potential to cultivate individual skills. As future in-service teachers, pre-service teachers need to understand DT so as to be able to use it in their…
Descriptors: Preservice Teachers, Design, Cognitive Processes, Models
McLain, Matt; Irving-Bell, Dawne; Wooff, David; Morrison-Love, David – Design and Technology Education, 2019
Design and technology (D&T) emerged from a very different education context than it finds itself in today. D&T was to be included in the National Curriculum for England because it was perceived that what children learnt from design and technological activity could not be learnt in another way (DES/WO, 1988). Furthermore, it connected a…
Descriptors: Design, Technology, National Curriculum, Technology Education