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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
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
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
William Joseph Farina Jr. – ProQuest LLC, 2021
An online curriculum intervention focusing on electronic interactions structure and percent composition was developed using a modified Knowledge Integration design framework. A study was conducted to determine the effectiveness of the design and student perceptions of their experiences. A sample of 58 students enrolled in an introductory chemistry…
Descriptors: Chemistry, Science Instruction, Curriculum Design, Instructional Design
Shapsough, Salsabeel Y.; Zualkernan, Imran A. – IEEE Transactions on Learning Technologies, 2020
Ubiquitous learning environments move learners out of a classroom and into the real world where learners engage in experiential and tangible learning involving instrumented physical things. Learners use peer-to-peer networks connecting learners, teachers, and a host of learning "things," such as instrumented pieces of art, flower pots,…
Descriptors: Electronic Learning, Educational Technology, Internet, Experiential Learning
Karpanina, E. N.; Gura, A. Yu. – Journal of Educational Psychology - Propositos y Representaciones, 2020
The article discusses the practical aspects of pedagogy that contribute to the success of the formation of civic education of students in the educational space of a technical university. The problems of the formation of civic education of students and the scientific coordination of the educational process in modern higher education are analyzed.
Descriptors: Citizenship Education, College Students, College Instruction, Instructional Design
Li, Ruo-Yu; Wang, Chang-Hwa – British Journal of Educational Technology, 2020
The use of smart devices as media for digital learning constitutes a new-generation digital learning paradigm. Therefore, context-aware game-based learning has attracted considerable attention. Location-based games have not only positive effects on learning but also pronounced effects on culture and history. Accordingly, focusing on railway…
Descriptors: Models, Handheld Devices, Networks, Game Based Learning
Spence, Charles – Cognitive Research: Principles and Implications, 2020
The last few years have seen a rapid growth of interest amongst researchers in the crossmodal correspondences. One of the correspondences that has long intrigued artists is the putative association between colours and odours. While traditionally conceptualised in terms of synaesthesia, over the last quarter century or so, at least 20 published…
Descriptors: Olfactory Perception, Color, Sensory Experience, Association (Psychology)
Ülker, Ezgi Deniz – Cypriot Journal of Educational Sciences, 2020
The ability of analysing and designing an algorithm is quite essential for computer science education. The students in the Analysis and Design of Algorithms (ADA) course are expected to be able to solve problems by choosing one of the proper design methods and to analyse the algorithm's performance in terms of various aspects. Instead of using…
Descriptors: Computer Science Education, Design, Mathematics, Programming

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