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Samsa, Gregory P. – Journal of Curriculum and Teaching, 2018
Collaborative biostatistics is the creative application of statistical tools to biomedical problems. The relatively modest literature about the traits of effective collaborative biostatisticians focuses on four core competencies: (a) technical and analytical; (b) substance-matter knowledge; (c) communication; and (d) problem solving and problem…
Descriptors: Statistics, Curriculum Design, Case Studies, Competence
Paulson, Pryce; Curtis, Jarret; Bartel, Evan; Cyr, Waycen Owens; Lamsal, Chiranjivi – Physics Education, 2018
In this study, the nuts and bolts of designing and building a high powered rocket have been presented. A computer simulation program called RockSim was used to design the rocket. Simulation results are consistent with time variations of altitude, velocity, and acceleration obtained in the actual flight. The actual drag coefficient was determined…
Descriptors: Physics, Science Instruction, Space Sciences, Computer Simulation
Sellen, Katherine – Design and Technology Education, 2018
Different communities, organizations, and people hold different views on their own and others' wellbeing. It is often challenging to balance different perspectives during the design process when the truth of medicine is competing with the truth of social media and the everyday experience of wellbeing of patients, caregivers, family and friends. In…
Descriptors: Problem Based Learning, Competency Based Education, Graduate Students, Masters Programs
Cameron, Craig – International Journal of Work-Integrated Learning, 2018
This article describes the evolution of, and rationale for, a mixed methods study of risk management by university lawyers in the specific context of work-integrated learning (WIL) programs. The evolution provides a road map of the research design, incorporating references to research methods texts used by the author at each stage of the mixed…
Descriptors: Mixed Methods Research, Work Experience Programs, Risk Management, Research Design
Gutiérrez, Kris D. – Literacy Research: Theory, Method, and Practice, 2018
The author, Kris Gutiérrez, is a learning scientist whose work has centered on understanding the cultural dimensions of learning, with particular interest in understanding how to leverage youths' everyday concepts and practices toward more expansive and equitable forms of learning. Gutiérrez discusses the big ideas that informed her work in…
Descriptors: Literacy Education, Cultural Influences, Learning, Social Theories
Chen, Steven; Benedicktus, Ray; Kim, Yuna; Shih, Eric – Journal of Marketing Education, 2018
Design thinking refers to the implementation of a firm's design philosophy into design processes and outputs. This article introduces two design thinking approaches--user-centered design and design-driven innovation--that frame product design activities and show how these approaches can be incorporated into marketing curricula. The aim of this…
Descriptors: Design, Marketing, Student Centered Learning, Innovation
Garreta-Domingo, Muriel; Sloep, Peter B.; Hernández-Leo, Davinia – British Journal of Educational Technology, 2018
Educators of all sectors are learning designers, often unwittingly. To succeed as designers, they need to adopt a design mindset and acquire the skills needed to address the design challenges they encounter in their everyday practice. Human-centred design (HCD) provides professional designers with the methods needed to address complex problems. It…
Descriptors: Instructional Design, Skill Development, Human Factors Engineering, Difficulty Level
Gottlieb, Owen – Teaching Theology & Religion, 2018
"Lost & Found" is a game series, created at the Initiative for Religion, Culture, and Policy at the Rochester Institute of Technology MAGIC Center. The series teaches medieval religious legal systems. This article uses the first two games of the series as a case study to explore a particular set of processes to conceive, design, and…
Descriptors: Educational Games, Religious Education, Medieval History, Teaching Methods
Zidulka, Amy; Kajzer Mitchell, Ingrid – Journal of Management Education, 2018
This essay frames design thinking (DT) as a form of experiential learning and describes what we, as DT educators, have come to consider its "shadow side." We are concerned that, through uncritical promotion of instrumentalist approaches to creativity, DT classes unwittingly marginalize from the curriculum other forms of creativity, such…
Descriptors: Design, Teaching Methods, Creativity, Experiential Learning
Lämsä, Joni; Hämäläinen, Raija; Aro, Mikko; Koskimaa, Raine; Äyrämö, Sanna-Mari – British Journal of Educational Technology, 2018
The development of games for people with learning disabilities is one way to enhance the quality of learning and respond to the need for inclusive special educational support. Recently, game researchers have highlighted the need for paying more attention to identifying the game design choices that can strengthen learning. This paper reviews recent…
Descriptors: Educational Games, Learning Disabilities, Inclusion, Literature Reviews
Schroeder, Noah L.; Cenkci, Ada T. – Educational Psychology Review, 2018
Spatial split-attention effects have been noted in the research literature, where, under split-attention conditions, integrating text and diagrams has been shown to be effective. From this literature grew the spatial contiguity principle (or spatial contiguity effect), which states that people learn more when related words and pictures are…
Descriptors: Spatial Ability, Attention Control, Multimedia Instruction, Cognitive Processes
Ruben, Brent D.; De Lisi, Richard; Gigliotti, Ralph A. – Journal of Leadership Education, 2018
In response to both the lack of formal leadership training and the challenges facing leaders across higher education, a number of programs are being planned and initiated at colleges and universities. This application brief highlights the conceptual foundations, structural components, and operational considerations of one such program, the Rutgers…
Descriptors: Leadership Training, College Students, Program Descriptions, Program Design
Hyland, Tomás; Gordon, Seamus; Canty, Donal; Buckley, Jeffrey; Seery, Niall – Engineering Design Graphics Journal, 2018
One of the leading frameworks in engineering education specifically associated with design based competencies is the CDIO framework. This has been incorporated internationally into many institutions offering engineering education courses. Characterized by four unique stages, the CDIO framework affords an ideal scenario to incorporate a continuous…
Descriptors: Engineering Education, Design, Feedback (Response), Student Evaluation
Bartholomew, S. R.; Connolly, P. E. – Engineering Design Graphics Journal, 2018
The authors are investigating potential applications of adaptive comparative judgment (ACJ) across numerous environments and learning scenarios within the Purdue Polytechnic Institute as part of Purdue's efforts to transform the undergraduate learning experience. Six courses or program areas were selected for the study, involving a wide variation…
Descriptors: Educational Assessment, Judges, Feedback (Response), Summative Evaluation
Byrd, Vetria L. – Engineering Design Graphics Journal, 2018
The definition of visualization in engineering graphics has evolved over the years due in part to extensive research in visualization by the engineering design graphics profession. The literature indicates research in the areas of engineering graphics and the use of visualization has grown from improvement of visualization skills and the…
Descriptors: Drafting, Visualization, Capacity Building, Spatial Ability

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