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Javadpour, Leili – Journal of Education for Business, 2022
In this article we discuss the use of RapidMiner, a data science software platform, in a Database Management Systems course. For further understanding of the database and the skill learned, students are given an assignment to complete, to not only use another software beside SQL Server Management Studio but also translate their findings in a more…
Descriptors: Database Management Systems, Database Design, Assignments, Visualization
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Miska, Jacob W.; Mathews, Laura; Driscoll, Jessica; Hoffenson, Steven; Crimmins, Sarah; Espera, Alejandro, Jr.; Pitterson, Nicole – Journal of Engineering Education, 2022
Background: Engineering education traditionally emphasizes technical skills, sometimes at the cost of under-preparing graduates for the real-world engineering context. In recent decades, attempts to address this issue include increasing project-based assignments and engineering design courses in curricula; however, a skills gap between education…
Descriptors: Undergraduate Students, Engineering Education, Design, Student Attitudes
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Kolm, Alexandra; de Nooijer, Jascha; Vanherle, Koen; Werkman, Andrea; Wewerka-Kreimel, Daniela; Rachman-Elbaum, Shelly; van Merriënboer, Jeroen J. G. – Journal of Studies in International Education, 2022
The COVID-19 pandemic has been forcing people to work remotely in virtual teams around the globe. Global virtual teamwork will continue, and people are not sufficiently prepared for this, resulting in reduced team commitment and lower performance. Higher education institutions need to equip their graduates with International Online Collaboration…
Descriptors: Computer Mediated Communication, Interpersonal Competence, College Students, Literature Reviews
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Ceylan-Dadakoglu, Sevda – Turkish Online Journal of Distance Education, 2022
This article tried to determine the students' opininons related to the use of Second Life (SL) application in higher education art and design education. In this case study conducted with 17 students selected via typical case sampling, the SL virtual platform was used as a research area. Data collection tools were included document analysis,…
Descriptors: Computer Simulation, Student Attitudes, College Students, Art Education
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Yakovleva, Olga – Education Sciences, 2022
The paper analyses the value mindsets of pre-service teachers in terms of the digital learning environment (DLE). DLE is considered to be both a system of new tools and methods for teaching activity and a prospective educational eco-system for learning. The DLE value model is based on a psychodidactic approach, which concerns three main…
Descriptors: Preservice Teachers, Educational Environment, Student Attitudes, Educational Technology
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Edelsbrunner, Sarah; Steiner, Karin; Schön, Sandra; Ebner, Martin; Leitner, Philipp – Education Sciences, 2022
Digital skills are now essential, not only in information and communications technology (ICT) jobs, but for employees across all sectors. The aim of this article is to detail how employees' digital skills can be fostered through a Massive Open Online Course (MOOC), how such an offer is used and what the effects of such a measure are. Using an…
Descriptors: Foreign Countries, Employees, Online Courses, Technological Literacy
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Anderson, Anthony – British Journal of Music Education, 2022
Curriculum design is a domain that infrequently forms a discrete element of initial teacher training, or continuing professional development for music teachers in English secondary schools. Classroom music teachers, teaching Key Stage 3 (KS3) learners (11-14-year olds), are, however, required to design their own curriculum. Teachers are…
Descriptors: Curriculum Design, Music Education, Music Teachers, Secondary School Teachers
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Das, Piyusa; Bhuwandeep – Journal of Education for Business, 2022
This paper provides a novel approach to management education (online classes) design by using a combined approach of clustering (based on student engagement level in online mode) and conjoint analysis to design relevant online classes for different segments of management students. We base our study on the responses received from 280 business…
Descriptors: Learner Engagement, Online Courses, Instructional Design, Business Administration Education
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Koz, Olga; Lokey-Vega, Anissa – Journal of Applied Research in Higher Education, 2022
Purpose: The study's purpose was to examine the faculty-driven organization's design and development that supports faculty research needs, track the emergence of the community of practice (CoP) and provide greater insight into continued organizational design iterations. Design/methodology/approach: In this longitudinal design case study, the…
Descriptors: Research Skills, Capacity Building, Communities of Practice, Higher Education
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Jerdborg, Stina – International Journal of Leadership in Education, 2022
As school leadership has increased in complexity, policy makers, educationalists, and researchers have realized that principalship requires preparation. However, several researchers have called for a better understanding of how school leadership education affects the learning and activities of principals. This empirical study explores how novice…
Descriptors: Instructional Leadership, Leadership Training, Management Development, Beginning Principals
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Leonardou, Angeliki; Rigou, Maria; Panagiotarou, Aliki; Garofalakis, John – Smart Learning Environments, 2022
The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game's aesthetics and mechanics support players' intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG…
Descriptors: Game Based Learning, Student Motivation, Student Attitudes, Video Games
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Chiapello, Laureline – Journal of Creative Behavior, 2022
Using a transdisciplinary approach, this paper shows how creativity studies and game design research can complement each other and open new research avenues. In order to study the role of creativity in game designers' practice, we first touch on the epistemological foundations of creativity studies and game design research. After presenting these…
Descriptors: Creativity, Interdisciplinary Approach, Epistemology, Content Analysis
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Tüfek, Tugçe Ecem – International Journal of Art & Design Education, 2022
Online education is not a common practice in design education. As the cornerstone of design education, the design studio incorporates a hands-on approach that stems from its materiality. This tactile character of the design studio has been challenged by the recent pandemic since many design schools and departments decided to proceed with their…
Descriptors: Educational Change, COVID-19, Pandemics, Distance Education
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Zhou, Chuyi; Chai, Chunlei; Liao, Jing – International Journal of Technology and Design Education, 2022
There is limited information about the design process and outcomes of novice industrial designers when working with different levels of problem abstraction. In this paper, we propose a new way of describing the cognitive processes of problem solving based on problem decomposition strategy studies and network-based cognitive maps. An empirical…
Descriptors: Novices, Design, Industrial Arts, Problem Solving
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Clausen, Jon M. – TechTrends: Linking Research and Practice to Improve Learning, 2022
Technology integration within instructional practices is an essential element in the preparation of teachers. However, expectations that a single course or hopes that technology infusion will spontaneously occur are not enough to prepare teacher candidates to integrate technology in meaningful ways. In the absence of a required educational…
Descriptors: Teacher Education Programs, Preservice Teacher Education, Educational Technology, Technology Integration
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