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Natalie Gauvin – ProQuest LLC, 2024
Understanding the people who use the digital products we build is essential to creating experiences that are useful, desired, and enjoyable. Personas are a tool often employed in educational settings and industry to build empathy for users. Using a concurrent mixed methods approach, this study sought to better understand how personas help to build…
Descriptors: Empathy, Users (Information), User Satisfaction (Information), Technology Uses in Education
Lu, Chia-Chen – International Journal of Technology and Design Education, 2023
The incongruity-resolution model plays a key role in the cognitive mechanisms of perceived humour. This study employed the incongruity-resolution model to discuss humorous design techniques to help design novices and students understand the influence of various humorous design techniques on perceived humour. First, 260 humorous products currently…
Descriptors: Humor, Design, Cognitive Processes, Graduate Students
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
Swauger, Shea; Kalir, Remi – Journal of Learning Analytics, 2023
This article advances an abolitionist reframing of learning analytics (LA) that explores the benefits of productive disorientation, considers potential harms and care made possible by LA, and suggests the abolitionist imagination as an important educational practice. By applying abolitionist concepts to LA, we propose it may be feasible to open…
Descriptors: Learning Analytics, Justice, Imagination, Futures (of Society)
Aylward, Katie; Dahlman, Joakim; Nordby, Kjetil; Lundh, Monica – Education Sciences, 2021
Maritime user interfaces for ships' bridges are highly dependent on the context in which they are used, and rich maritime context is difficult to recreate in the early stages of user-centered design processes. Operations in Arctic waters where crews are faced with extreme environmental conditions, technology limitations and a lack of accurate…
Descriptors: Computer Simulation, Vignettes, Design, Concept Formation
Lisewski, Bernard – Journal of Further and Higher Education, 2021
This paper examines how tutor-practitioners conceptualised and enacted their practice-based knowing (PBK) in a Higher Education Fashion School (HEFS). It adopts a qualitative insider-researcher methodology composed of oral biographies, dialogic interviews and participant observations. Social practice theory (SPT) is utilised as the analytical…
Descriptors: Tutors, Tutoring, Higher Education, Clothing
Sobah Abbas Petersen; Maria Iqbal; Alan Williams; Gavin Baxter – International Association for Development of the Information Society, 2023
Global Employability Skills are skills that students acquire during their study period, that are in addition to their academic knowledge and skills, and that would help in their careers. As students continue their university journeys, they often overlook or underestimate the importance of developing Global Employability Skills that employers may…
Descriptors: Computer Software, Employer Attitudes, Career Planning, Global Approach
Oguz Unver, Ayse; Okulu, Hasan Zuhtu – International Journal of Research in Education and Science, 2022
One of the most challenging tasks for teachers in projects is to develop creative ideas. Due to the linear system perspective of education, fostering students' creativity is restricted. However, engineering design and scientific process skills that comprise creativity have an iterative structure. An iterative process-oriented education enables…
Descriptors: Science Instruction, Engineering Education, Teaching Methods, Creativity
Gounaridou, Apostolia; Siamtanidou, Eleni; Dimoulas, Charalampos – Education Sciences, 2021
Computer games are considered a useful tool for educational purposes. Alternative media applications such as serious games combine edification with challenge and entertainment. Thus, learning becomes enjoyable, more comfortable, and more efficient. The paper presents the implementation of an educational computer game regarding traffic behavior…
Descriptors: Traffic Safety, Educational Games, Computer Games, Design
Seeger, Victoria; Wood, Sue; Romans, Dustin – College Quarterly, 2018
Understanding, crafting, and asking questions is a critical skill for all teachers, maybe even more so for social studies content, an area where educators may lack broad, in depth knowledge of the content. Having the ability to ask high level, critical thinking questions of students takes time and practice and a skill not often mastered or present…
Descriptors: Questioning Techniques, Preservice Teachers, Design, Critical Thinking
Mora, Alberto; Riera, Daniel; González, Carina; Arnedo-Moreno, Joan – Journal of Computing in Higher Education, 2017
Learner's motivation difficulties are recognized as a problem in diverse educational scenarios, reaching up to university degrees. Among other techniques that are often applied by instructors to counteract this issue, those related to the use of gaming elements seem to very promising. In this context, considering the use of game-like properties in…
Descriptors: Educational Games, Teaching Methods, Design, Literature Reviews
Subasinghe, Chamila T. – Journal of Technology Education, 2019
Entry-level technology studies in architecture often baffle first-year university students, and academic staff in turn tend to resist teaching foundational studies in the technology of design (ToD). ToD has often been considered "high risk," as evidenced by a high proportion of dropouts and retakes, and has been deemed the least…
Descriptors: College Freshmen, Design, Instructional Design, Educational Technology
Ahn, Song-ee; Edelbring, Samuel – International Journal of Learning Technology, 2020
This study is based on observations of the design process of a virtual patient (VP), which aimed to facilitate interprofessional learning. By following the design process of this particular VP, this study aimed to trace how different practices and the knowledge within these practices were enacted as a VP and to understand the design team's…
Descriptors: Patients, Health Services, Nursing Students, Medical Students
Vanderveen, Jesse R.; Jessop, Philip G. – Journal of Chemical Education, 2021
Selecting less hazardous chemicals is a core tenet of green chemistry but is difficult to teach in practice. The upper-year undergraduate or graduate level exercise described here empowers students to make such decisions themselves. Students are tasked with finding the greenest chemical for a specific purpose described in a hypothetical scenario,…
Descriptors: Teaching Methods, Decision Making, Chemistry, Hazardous Materials
Strakhovich, Elvira – International Association for Development of the Information Society, 2018
The paper discusses a case of applying the design thinking method in studying one of the key areas of project management--the project requirements gathering. This case is about the study of IT project management on a bachelor program of a business school. The students without special technical background shall understand what characterize the…
Descriptors: Thinking Skills, Design, Information Technology, Management Development