Publication Date
In 2025 | 2 |
Since 2024 | 4 |
Since 2021 (last 5 years) | 8 |
Since 2016 (last 10 years) | 20 |
Since 2006 (last 20 years) | 26 |
Descriptor
Active Learning | 26 |
Design | 26 |
Technology Uses in Education | 26 |
Educational Technology | 12 |
Foreign Countries | 12 |
Teaching Methods | 9 |
Student Attitudes | 8 |
Student Projects | 7 |
Teamwork | 7 |
Cooperative Learning | 6 |
Higher Education | 6 |
More ▼ |
Source
Author
Acevedo, Miguel F. | 1 |
Adolfo Ruiz-Calleja | 1 |
Agyei, Douglas D. | 1 |
Akkoyunlu, Buket | 1 |
Amani Walker | 1 |
Amarpreet Singh Gill | 1 |
Baudino, Frank, Ed. | 1 |
Blazer, Christie | 1 |
Bowen, Bradley | 1 |
Bower, Matt | 1 |
Carmo, Mafalda, Ed. | 1 |
More ▼ |
Publication Type
Education Level
Audience
Practitioners | 1 |
Location
Australia | 4 |
China | 3 |
Turkey | 3 |
California | 2 |
Germany | 2 |
Italy | 2 |
Kentucky | 2 |
Texas | 2 |
United States | 2 |
Arizona | 1 |
Arkansas | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Program for International… | 1 |
Trends in International… | 1 |
What Works Clearinghouse Rating
Gerti Pishtari; María Jesús Rodríguez-Triana; Luis P. Prieto; Adolfo Ruiz-Calleja; Terje Väljataga – Journal of Computer Assisted Learning, 2024
Background: In the field of Learning Design, it is common that researchers analyse manually design artefacts created by practitioners, using pedagogically-grounded approaches (e.g., Bloom's Taxonomy), both to understand and later to support practitioners' design practices. Automatizing these high-level pedagogically-grounded analyses would enable…
Descriptors: Electronic Learning, Instructional Design, Active Learning, Inquiry
Ni, Yuan; Deng, Teng; Li, Jing; Zhang, Jiaqi; Zhang, Chi – Education and Information Technologies, 2023
Under the rapid development of higher vocational colleges in China, design subject was receiving increasing number of students and confronting the necessity of improving teaching efficiency. Informational technology, regarded as an effective approach in many areas, was investigated for its impact on the design teaching efficiency and evaluated its…
Descriptors: Vocational Education, Foreign Countries, Educational Technology, Teacher Effectiveness
Roham Sadeghi Tabar – Cogent Education, 2024
Technological advancements are pushing new simulation and analytical tools, driving the research fields in design forward. In this environment, for introducing new modeling, simulation, and analytic tools, the pre-training aspect becomes important, presenting the ideas behind the tools and preparing the students to structure their already grasped…
Descriptors: Interdisciplinary Approach, Educational Environment, Computer Assisted Instruction, Engineering
Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
Jami Cotler; Eszter Kiss; Dmitry Burshteyn; Megan Hale; Amani Walker; John Slyer – Information Systems Education Journal, 2025
Developing empathy skills is crucial for software developers to create user-centric solutions and design exceptional user experiences addressing the diverse needs of customers. This paper presents the findings of a quasi-experimental study that aimed to enhance empathy among computer science students through the exposure of two interventions…
Descriptors: Computer Software, Empathy, Inclusion, Skill Development
Gupta, Chetna – IEEE Transactions on Education, 2022
Contribution: This article demonstrates the impact of today's Information and Communication Technologies (ICT) in teaching software engineering (SE) course with design-based learning (DBL) and project-based learning (PBL). The results show a positive influence of integration of DBL and PBL in reducing industry gaps with improved student…
Descriptors: Computer Software, Computer Science Education, Information Technology, Active Learning
Hatzigianni, Maria; Stevenson, Michael; Bower, Matt; Falloon, Garry; Forbes, Anne – European Early Childhood Education Research Journal, 2020
This paper will focus on children's views on their making and design capabilities. There is a paucity of research investigating learning in makerspaces particularly for younger children. Theoretical ideas based on constructionism (Papert), Vygotsky (socio-constructivism) and Dewey's pragmatic, inquiry based and reflective learning underpin this…
Descriptors: Childrens Attitudes, Shared Resources and Services, Design, Constructivism (Learning)
Jiahui Zhang – ProQuest LLC, 2022
Competency-based education (CBE) has become well-accepted as a powerful way to personalize learning. Today's advanced technologies have enhanced CBE even further. Practitioners in the field are seeking means to take advantage of technology to increase CBE's effectiveness and efficiency, especially for adult learners. Microlearning and digital open…
Descriptors: Learning Processes, Technological Advancement, Technology Uses in Education, Technology Integration
Denvir, Catrina, Ed. – Cambridge University Press, 2020
Over the last decade, cost pressures, technology, automation, globalisation, de-regulation, and changing client relationships have transformed the practice of law, but legal education has been slow to respond. Deciding what learning objectives a law degree ought to prioritise, and how to best strike the balance between vocational and academic…
Descriptors: Legal Education (Professions), Educational Development, Job Skills, Skill Development
Nuhoglu-Kibar, Pinar; Sullivan, Kevin; Akkoyunlu, Buket – Journal of Information Technology Education: Innovations in Practice, 2019
Aim/Purpose: The main aim of this study was modeling a collaborative process for knowledge visualization, via the creation of infographics. Background: As an effective method for visualizing complex information, creating infographics requires learners to generate and cultivate a deep knowledge of content and enables them to concisely visualize and…
Descriptors: Visual Aids, Design, Cooperative Learning, Teamwork
Reyna, Jorge; Meier, Peter – Education Sciences, 2018
Learner-Generated Digital Media (LGDM) has become prevalent in higher education. Frameworks have been developed for video-making in the classroom that consider technical requirements, pedagogies, and the combination of both. However, missing is a practical model to guide academics and students on the implementation of LGDM assignments. This…
Descriptors: Educational Technology, Technology Uses in Education, Higher Education, Video Technology
Tietjen, Phil; Choi, Ko Un; Ozkan-Bekiroglu, Saliha; McDonald, Scott B. – AERA Online Paper Repository, 2017
Mobile learning initiatives (e.g., Bring-Your-Own-Device) have generated increasing attention to the physical design of Active Learning Spaces (ALS). Yet, the role of physical space in shaping pedagogical practice remains under-theorized. Sociomaterial perspectives such as Actor-Network theory offer promising potential for examining this area as…
Descriptors: Telecommunications, Handheld Devices, Active Learning, Space Utilization
Lee, Hyowon – International Journal for Transformative Research, 2015
In this article, I describe my experience of preparing and delivering a brand new computing undergraduate course in a new university and in doing so, share how the special institutional push of the active learning pedagogy of the university changed the way I prepared and delivered the course, and ended up transforming my own view of teaching. I…
Descriptors: Foreign Countries, Active Learning, Undergraduate Study, Information Technology
Wong, Wang-chan – Information Systems Education Journal, 2017
Systems Analysis and Design (SA&D) is the cornerstone course of a traditional information system curriculum. Conventionally, it is a sequence of two courses with the second course dedicated to the completion of a project. However, it has recently become more common to reduce the two-course sequence into one, especially for IS departments that…
Descriptors: Systems Analysis, Design, Blended Learning, Entrepreneurship
Veety, Elena N.; Sur, Jesse S.; Elliot, Hannah K.; Lamberth, James E., III. – Journal of Pre-College Engineering Education Research, 2018
The Wearable Device Challenge was developed at the Nanosystems Engineering Research Center for Advanced Self-Powered Systems of Integrated Sensors and Technologies (ASSIST). The Challenge is rooted in the research and innovation ecosystem of the Center and its vision: to have a transformational impact on the way doctors and patients manage…
Descriptors: Engineering Education, Design, Active Learning, Student Projects
Previous Page | Next Page »
Pages: 1 | 2