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Nelson, Angela C. – Educational Technology, 2013
It is widely recognized that technology in the classroom has the potential to transform education at every stage from Pre-K, to K-12, to Higher Education and Adult Education. Using the Digital Teaching Platform as an exemplar of 21st Century classroom instruction style, the author offers an overview of classroom technology and its effects on…
Descriptors: Classroom Environment, Educational Practices, Educational Technology, Best Practices
McGowen, Sandra G. – Exceptional Parent, 2010
Universal design is the design of environments and products to be used by people of all ages and abilities. The goal is to use design to reduce physical effort, regardless of some of the frailties that may be acquired due to an accident, health, or age. EasyLiving Homes[R] is a non-profit organization that advocates making all homes visitable and…
Descriptors: Accessibility (for Disabled), Building Design, Design Requirements, Physical Mobility
Songhao, He; Saito, Kenji; Maeda, Takashi; Kubo, Takara – Online Submission, 2011
For people who live in the knowledge society which has rapidly been changing, learning in the widest sense becomes indispensable in all phases of working, living and playing. The construction of an environment, to meet the demands of people who need to acquire new knowledge and skills as the need arises, and enlighten each other regularly, is…
Descriptors: Electronic Learning, Lifelong Learning, Learning Motivation, Educational Technology
Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology
Santulli, Carlo; Langella, Carla – International Journal of Technology and Design Education, 2011
In recent years, bio-inspired approach to design has gained considerable interest between designers, engineers and end-users. However, there are difficulties in introducing bio-inspiration concepts in the university curriculum in that they involve multi-disciplinary work, which can only possibly be successfully delivered by a team with integrated…
Descriptors: Foreign Countries, Workshops, Athletics, Student Projects
Lazarou, D. – Journal of Computer Assisted Learning, 2011
The aim of this paper is to describe a methodology for using Cultural-Historical Activity Theory (CHAT) at the initial stages of the design process of an educational game, by exploring how the theory can be used as a framework for producing not only usable but also useful computer tools. The research also aimed to investigate how the theory could…
Descriptors: Design Requirements, Educational Games, Science Education, Science Instruction
Spitzer, Greg; Ogurek, Douglas J. – American School & University, 2009
Performing-arts centers can provide benefits at the high school and collegiate levels, and administrators can take steps now to get the show started. When a new performing-arts center comes to town, local businesses profit. Events and performances draw visitors to the community. Ideally, a performing-arts center will play many roles: entertainment…
Descriptors: Theaters, Building Design, Design Requirements, Facility Planning
Jahn, Matthias; Piesche, Claudia; Jablonski, Stefan – Interactive Technology and Smart Education, 2012
Purpose: Today's requirements concerning successful learning support comprise a variety of application scenarios. Therefore, the development of supporting software preferably aims at modular design. This article discusses requirements regarding flexibility of e-learning systems and presents important principles, which should be met by successful…
Descriptors: Foreign Countries, Distance Education, Synchronous Communication, Asynchronous Communication
Kafai, Yasmin B.; Lee, Eunkyoung; Searle, Kristin; Fields, Deborah; Kaplan, Eliot; Lui, Debora – ACM Transactions on Computing Education, 2014
In this article, we examine the use of electronic textiles (e-textiles) for introducing key computational concepts and practices while broadening perceptions about computing. The starting point of our work was the design and implementation of a curriculum module using the LilyPad Arduino in a pre-AP high school computer science class. To…
Descriptors: High School Students, Scientific Concepts, Educational Practices, Curriculum Development
Welbeck, Rashida; Ware, Michelle; Cerna, Oscar; Valenzuela, Ireri – MDRC, 2014
Difficulties in paying for college and in maintaining good academic performance are two major hurdles to college graduation for low-income students. In recent years, state and federal budgets for postsecondary education have been cut significantly, limiting the options policymakers, education leaders, and communities have to improve rates of…
Descriptors: Technical Assistance, Guidelines, Guides, Performance Contracts
Branon, Rovy F., III – ProQuest LLC, 2011
Design research systematically creates or improves processes, products, and programs through an iterative progression connecting practice and theory (Reinking, 2008; van den Akker, 2006). Developing a new instructional systems design (ISD) processes through design research is necessary when new technologies emerge that challenge existing practices…
Descriptors: Design Requirements, Guidelines, Instructional Materials, Instructional Design
Choi, Young Mi; Sprigle, Stephen H. – Assistive Technology, 2011
User input is an important component to help guide designers in producing a more usable product. Evaluation of prototypes is one method of obtaining this input, but methods for evaluating assistive technology prototypes during design have not been adequately described or evaluated. This project aimed to compare different methods of evaluating…
Descriptors: Educational Technology, Assistive Technology, Evaluation Methods, Evaluation Needs
Johnson, Christopher – Learning & Leading with Technology, 2011
As a technologist, the author is interested in how the digital world is changing the educational landscape. As he began to research effective learning spaces, he discovered that the architecture, design, and school facilities communities are making a great deal of progress in creating better classrooms and school buildings. Unfortunately, many in…
Descriptors: Educational Technology, School Buildings, Influence of Technology, Educational Facilities Design
Ballenger, Robert M. – Information Systems Education Journal, 2010
This case provides a real-world project-oriented case study for students enrolled in a management information systems, database management, or systems analysis and design course in which database design and development are taught. The case consists of a business scenario to provide background information and details of the unique operating…
Descriptors: Database Design, Computer Science Education, Case Method (Teaching Technique), Student Projects
Gordon, Douglas – National Clearinghouse for Educational Facilities, 2010
The concept of multipurpose spaces in schools is certainly not new. Especially in elementary schools, the combination of cafeteria and auditorium (and sometimes indoor physical activity space as well) is a well-established approach to maximizing the use of school space and a school district's budget. Nonetheless, there continue to be refinements…
Descriptors: School Space, Elementary Secondary Education, Educational Trends, Interior Space

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