Publication Date
| In 2026 | 0 |
| Since 2025 | 1373 |
| Since 2022 (last 5 years) | 7708 |
| Since 2017 (last 10 years) | 18165 |
| Since 2007 (last 20 years) | 37806 |
Descriptor
| Instructional Design | 20569 |
| Foreign Countries | 16769 |
| Curriculum Design | 15898 |
| Teaching Methods | 14041 |
| Higher Education | 12213 |
| Research Design | 10160 |
| Program Design | 9795 |
| Design | 8474 |
| Educational Technology | 7401 |
| Elementary Secondary Education | 7400 |
| Models | 6422 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 5165 |
| Teachers | 3827 |
| Researchers | 1667 |
| Administrators | 1514 |
| Policymakers | 713 |
| Students | 352 |
| Media Staff | 215 |
| Community | 111 |
| Parents | 109 |
| Counselors | 59 |
| Support Staff | 52 |
| More ▼ | |
Location
| Australia | 1865 |
| Canada | 1494 |
| United Kingdom | 1193 |
| Turkey | 995 |
| California | 880 |
| United States | 830 |
| China | 719 |
| United Kingdom (England) | 692 |
| Taiwan | 617 |
| Texas | 546 |
| New York | 491 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 35 |
| Meets WWC Standards with or without Reservations | 65 |
| Does not meet standards | 82 |
Ronald D. Todd – Technology and Engineering Teacher, 2022
What has been learned in the 75-year evolution of the teaching profession to implement technology as a subject and as a unique approach that supports Integrative STEM teaching and learning? In this article, Ronald Todd addresses this question by examining selected activities and efforts that: (1) have shown some success in enhancing the…
Descriptors: Technology Education, STEM Education, Design, Integrated Curriculum
Ray Wu-Rorrer; Peter Mecca; Kenny George; Stephen Knight; Carolyn Pollack; Valerie Hardy – Technology and Engineering Teacher, 2022
This reflective essay provides a lesson plan-ready overview of sustainability developed through the efforts of a dedicated team of individuals within the Falls Church City Public School (FCCPS) System. Students in the marquee sustainability education program learn and develop an appreciation for the basics of growing food and the importance of…
Descriptors: Sustainability, Public Schools, Environmental Education, Food
Gary Ellis; Jingxian Jiang; Darlene Locke; Patti A. Freeman; Kaylee Jorgensen – Journal of Youth Development, 2022
We introduce a new experience design tool, an experience journey map, to assist youth professionals in planning engagement, immersion, and absorption activities. Experience journey maps are based on customer journey maps, which are widely used in business service design. This new approach highlights strategies for engendering deep structured…
Descriptors: Youth Programs, Concept Mapping, Learning Strategies, Performance
Kenneth Y. T. Lim; Longkai Wu; Sujin He – Education in the Asia-Pacific Region: Issues, Concerns and Prospects, 2022
The recent phenomenon of maker culture has garnered the interest of educators as arguments have been advanced for the foregrounding of making in learning. Making in learning is an example of how participatory cultures of learning focus on authentic contexts outside of the formal spatial and temporal bounds of schooling. This chapter describes how…
Descriptors: Foreign Countries, Junior High School Students, Shared Resources and Services, Open Source Technology
Valerie Irvine; Michael Paskevicius; Colin Madland; Rich McCue; Verena Roberts – OTESSA Conference Proceedings, 2022
As open course designs are being implemented in regular post-secondary credit courses (beyond massive open online courses), new issues and processes need to be considered that are fundamentally different from courses offered within the traditional learning management system. In this paper, we will review our approach to multi-section open course…
Descriptors: Foreign Countries, Open Education, Program Design, Educational Practices
Dennen, Vanessa P.; Rutledge, Stacey A. – TechTrends: Linking Research and Practice to Improve Learning, 2018
For American teenagers, social media participation has become a routine feature of everyday life, with ready access to their online networks via smartphones, tablets, and computers. Despite questions and concerns about its effects, relatively few educational researchers have qualitatively explored how students use social media. Complexities such…
Descriptors: Social Media, Educational Research, High School Students, Adolescents
Sobe, Noah W. – Educational Governance Research, 2018
Educators have long been rightly concerned about the risk that schools themselves can produce profoundly unsettling and potentially 'unproductive' emotional and physical states among children and youth. This chapter examines two moments in the attentive regimes and engagement paradigms that have been manifest in the material design of schools and…
Descriptors: Classroom Design, Affective Behavior, Learner Engagement, Psychological Patterns
Knaus, Thomas – Australian Educational Computing, 2020
When "software takes command", people take fright -- a reaction which frequently accompanies change or novelty. Their fears are understandable, but they also cloud people's view of the potentials that digital tools and digital media hold for society and especially educational contexts. Their fears also define societal debates and…
Descriptors: Computer Software, Information Technology, Cooperation, Design
Howe, Edward; Ruberg, Andres – Canadian Journal of Action Research, 2020
This action research investigates DigiPen, an innovative locally developed secondary school course where students are actively engaged in project-based learning while studying how to work effectively in teams focused on digital game design. Students apply art, math, physics, and computer science knowledge and learn important life skills. DigiPen…
Descriptors: Secondary School Students, Active Learning, Student Projects, Design
Supathanarangsri, Thamakorn; Tanlamai, Uthai; Chandrachai, Achara; Inchamnan, Wilawan – International Society for Technology, Education, and Science, 2020
Empirical research methods were used to study the motivation factors that may persuade young adults in Thailand to learn finance. We aim to clarify the stimulus factors to acquire financial knowledge and stimulus factors to change financial behavior and demonstrate their importance to incorporate in the game design by integrating psychological…
Descriptors: Foreign Countries, Vocational Schools, Students, Financial Education
Kenneth Holstein; Erik Harpstead; Rebecca Gulotta; Jodi Forlizzi – Grantee Submission, 2020
As we design increasingly complex systems, we run up against fundamental limitations of human imagination. To support practice, it becomes essential to use authentic data and algorithms as design materials to augment designers' intuitions. Recent work has explored some dimensions of using data as a design material, suggesting the contours of a new…
Descriptors: Computer Simulation, Elementary Secondary Education, Educational Games, Computer Games
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
Miah, Shah J.; Solomonides, Ian – Education and Information Technologies, 2021
Contemporary industry practices must be appropriately reflected in designing modern-day teaching and learning programmes. Existing studies are limited to systematic methodologies for accumulating contemporary practice requirements and using that data to inform the design of educational programmes, even though various, local approaches for doing so…
Descriptors: Graduate Students, Business Administration Education, Masters Programs, Instructional Design
Thomas, Matthew; Bryson, John R. – Journal of Geography in Higher Education, 2021
COVID-19 forced universities to engage in rapid improvisation and adoption of online learning and teaching. This paper explores "real-time blended" learning in which online students are taught simultaneously with students who are experiencing proximate learning. Two cliques could develop with those learning online becoming observers…
Descriptors: Online Courses, Teaching Methods, COVID-19, Pandemics
Zeivots, Sandris; Vallis, Carmen; Raffaele, Catherine; Luca, Edward J. – Issues in Educational Research, 2021
Design thinking is becoming more commonly used as a collaborative, problem-solving approach in higher education outside design disciplines. With the pivot to remote and online learning in response to Covid-19 and lockdown measures, many educators have had to rethink their practice and collaboration in design thinking, without the usual recourse to…
Descriptors: Design, Thinking Skills, Teaching Methods, Online Courses

Peer reviewed
Direct link
