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Wenwen Shi; Yitong Cui; Weicong Li; Gangwei Cai; Yun Qian – International Journal of Technology and Design Education, 2025
Can simulating the public transit experience of individuals with mild visual impairments promote empathy in design college students, thereby facilitating their design decisions? The purpose of this study is to explore the impact of a mixed empathy intervention (role-playing and experiential prototyping) on improving design students' empathic…
Descriptors: Empathy, College Students, Design, Role Playing
Megan E. Welsh; Kayce L. Mastrup – Educational Technology Research and Development, 2025
This paper explores the potential of new, technology enriched teaching simulations (Simulations) to support learning. Using the principles of evidence-centered design (ECD; Mislevy et al., Measurement: Interdisciplinary Research and Perspectives. 1:3-62, 2003), we provide a roadmap for the design of: (a) simulation-based assessments (SBAs) and (b)…
Descriptors: Computer Simulation, Technology Uses in Education, Student Evaluation, Instructional Effectiveness
Dana Schwieger – Information Systems Education Journal, 2025
Many nonprofit organizations rely upon volunteers and fundraising events to supplement their operating budgets. Unfortunately, these budgets are often so tight that they do not allow for supplemental purchases beyond daily operations. Many nonprofit organizations would love to have volunteer help who could create software to meet their specific…
Descriptors: Nonprofit Organizations, Volunteers, College Students, Database Design
Yuzhu Ji; Yubing Wang; Wenjing Jin; Haiyang Jin; Weidan Xu; Hongting Li – Cognitive Research: Principles and Implications, 2025
Enabling smartphones to be foldable provides an effective approach to achieving both portability and large screens. Notably, switches between closed and open states in using foldable smartphones are accompanied by icon remapping, which can decrease smartphone usability if it fails to match usage expectations. This study conducted two experiments…
Descriptors: Handheld Devices, Telecommunications, Cues, Visual Learning
Kimmel Chamat Garcés – Higher Education Research and Development, 2025
This article explores the potential of higher education as a catalyst for pluriversal futures and societal transitions through ontological design. Through a strategic dialogue between Global North theoretical frameworks and Global South transformative practices, the paper examines three key areas: decolonial pedagogies, communal learning, and…
Descriptors: Higher Education, Futures (of Society), Social Change, Educational Change
Deborah L. Neidich; Allison Nesbitt; Sean Y. Greer; Sarah M. Zaleski – HAPS Educator, 2025
Narrative-based roleplaying is a mode of active learning that can be integrated into a wide array of educational settings. This paper offers guidelines to create narrative-based role-playing activities to improve learner engagement and educational outcomes. Stories offer unique learning opportunities as they encourage learner participation through…
Descriptors: Role Playing, Anatomy, Crime, Science Instruction
Alexa G. Kiefer; Brynn E. Kuhlman; Lauren C. Miller; Madelyn Turrill; Vaughn W. M. Watson; Danilo Wyatt – English Journal, 2025
The authors imagine approaches to lesson planning and classroom teaching that embrace and encourage complexity, interconnectedness, and nonlinear learning--a fractal approach to lesson planning and learning.
Descriptors: Lesson Plans, Planning, Intersectionality, Difficulty Level
Glenn Ellison; Parag A. Pathak – National Bureau of Economic Research, 2025
This paper develops a model of education production and uses it to study optimal school system and curriculum design. Curriculum design is modeled as a time-allocation problem. A school teaches students many skills and allocates time to different skills based on student characteristics. Our framework provides a novel interpretation of studies that…
Descriptors: Curriculum Design, Time Management, Schools, School Effectiveness
Kuba, Renata; Jeong, Allan – Journal of Visual Literacy, 2023
New technologies have made the world highly visual, making visual literacy an important and relevant 21st-century skill. Educators and students are often required to produce visual communication products such as infographics, but they often lack the confidence and proficiency in visual design skills to create higher-quality infographics. We…
Descriptors: Design, Visual Arts, Visual Aids, Data Analysis
Bisz, Joe; Mondelli, Victoria L. – Teachers College Press, 2023
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: (1) Ask where to apply the play; (2) List the mental moves;…
Descriptors: Design, Active Learning, Educational Games, Game Based Learning
Jacob Fortman; Rebecca M. Quintana; Jacob M. Aguinaga – Online Learning, 2023
The adoption of technology-enhanced online learning platforms is transforming teaching and learning practices within and outside the university. As online learning and educational technology become increasingly ubiquitous, there is a need for equity-minded scholarship attending to the social, cultural, and political implications of the technology…
Descriptors: Educational Technology, Electronic Learning, Technology Uses in Education, Teaching Methods
Zoa-Gay Bonofiglio – ProQuest LLC, 2024
Using self-efficacy (SE), andragogical, and pedagogical frameworks, the goal for this study was to explore instructional designer (IDer) narratives in response to questions focused on their perceptions of instructional design (ID) practices for creation of workplace education and training assets, specifically intentionality in the use of transfer…
Descriptors: Corporate Education, Adult Education, Workplace Learning, Professional Education
Serdar Tekin – Journal of Learning and Teaching in Digital Age, 2024
The enormous developments in technology and hence the widespread use of hand-held devices in the last few decades have led to great interest in mobile-assisted language learning (MALL) as a new way of language education. MALL is considered an effective method particularly for young language learners due to their higher level of familiarity with…
Descriptors: Computer Assisted Instruction, Second Language Learning, Ethics, Quasiexperimental Design
Chery L. Lucarelli; Amy L. Murzyn; Matthew J. Ridenour; Neil B. Witikko – Impacting Education: Journal on Transforming Professional Practice, 2024
Beginning in the summer of 2019, the College of St. Scholastica endeavored to build a flexible, adaptable EdD program grounded in the guiding principles of CPED. This meant establishing a welcoming and safe program dedicated to cultivating justice-minded change makers. It also meant constructing a curriculum that would accommodate differing…
Descriptors: Doctoral Programs, Education Majors, Flexible Progression, Social Justice
Rebecca Y. Bayeck – Innovations in Education and Teaching International, 2024
With the growing interest in the field of instructional design and technology to engage with issues of equity, discrimination, and racism, the field needs to tap into disciplines that have been doing this work to be equipped for this work. This paper discusses the need for the field of instructional design and technology to engage with the…
Descriptors: Humanities, Instructional Design, Race, Information Technology

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