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Das, Piyusa; Bhuwandeep – Journal of Education for Business, 2022
This paper provides a novel approach to management education (online classes) design by using a combined approach of clustering (based on student engagement level in online mode) and conjoint analysis to design relevant online classes for different segments of management students. We base our study on the responses received from 280 business…
Descriptors: Learner Engagement, Online Courses, Instructional Design, Business Administration Education
Koz, Olga; Lokey-Vega, Anissa – Journal of Applied Research in Higher Education, 2022
Purpose: The study's purpose was to examine the faculty-driven organization's design and development that supports faculty research needs, track the emergence of the community of practice (CoP) and provide greater insight into continued organizational design iterations. Design/methodology/approach: In this longitudinal design case study, the…
Descriptors: Research Skills, Capacity Building, Communities of Practice, Higher Education
Jerdborg, Stina – International Journal of Leadership in Education, 2022
As school leadership has increased in complexity, policy makers, educationalists, and researchers have realized that principalship requires preparation. However, several researchers have called for a better understanding of how school leadership education affects the learning and activities of principals. This empirical study explores how novice…
Descriptors: Instructional Leadership, Leadership Training, Management Development, Beginning Principals
Leonardou, Angeliki; Rigou, Maria; Panagiotarou, Aliki; Garofalakis, John – Smart Learning Environments, 2022
The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game's aesthetics and mechanics support players' intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG…
Descriptors: Game Based Learning, Student Motivation, Student Attitudes, Video Games
Chiapello, Laureline – Journal of Creative Behavior, 2022
Using a transdisciplinary approach, this paper shows how creativity studies and game design research can complement each other and open new research avenues. In order to study the role of creativity in game designers' practice, we first touch on the epistemological foundations of creativity studies and game design research. After presenting these…
Descriptors: Creativity, Interdisciplinary Approach, Epistemology, Content Analysis
Tüfek, Tugçe Ecem – International Journal of Art & Design Education, 2022
Online education is not a common practice in design education. As the cornerstone of design education, the design studio incorporates a hands-on approach that stems from its materiality. This tactile character of the design studio has been challenged by the recent pandemic since many design schools and departments decided to proceed with their…
Descriptors: Educational Change, COVID-19, Pandemics, Distance Education
Zhou, Chuyi; Chai, Chunlei; Liao, Jing – International Journal of Technology and Design Education, 2022
There is limited information about the design process and outcomes of novice industrial designers when working with different levels of problem abstraction. In this paper, we propose a new way of describing the cognitive processes of problem solving based on problem decomposition strategy studies and network-based cognitive maps. An empirical…
Descriptors: Novices, Design, Industrial Arts, Problem Solving
Clausen, Jon M. – TechTrends: Linking Research and Practice to Improve Learning, 2022
Technology integration within instructional practices is an essential element in the preparation of teachers. However, expectations that a single course or hopes that technology infusion will spontaneously occur are not enough to prepare teacher candidates to integrate technology in meaningful ways. In the absence of a required educational…
Descriptors: Teacher Education Programs, Preservice Teacher Education, Educational Technology, Technology Integration
Mavroudi, Anna; Almeida, Teresa; Frennert, Susanne; Laaksolahti, Jarmo; Viberg, Olga – Education and Information Technologies, 2022
The importance of providing mechanisms and tools that effectively support the transition from implicit to explicit representations of Learning Design has been emphasised by previous research in the field of Technology-Enhanced Learning (TEL). In addition, the benefits of Game-based learning approaches have been long documented in the educational…
Descriptors: Game Based Learning, Technology Uses in Education, Educational Games, Instructional Design
Krieglstein, Felix; Schneider, Sascha; Beege, Maik; Rey, Günter Daniel – Educational Technology Research and Development, 2022
Concept maps are assumed to enhance learning as their inherent structure makes relations between information more salient. Nevertheless, research on how to design concept maps as conducive to learning as possible is still rare. In particular, the salience of spatial arrangement of thematically related concepts within the map as well as the…
Descriptors: Cognitive Processes, Concept Mapping, Instructional Design, Learning Processes
Kettunen, Jaana; Tynjälä, Päivi – International Journal for Educational and Vocational Guidance, 2022
This study contends that phenomenography offers both a useful research method and practical tools for developing education and training for career practitioners. After introducing the basic principles of phenomenography, the study reviews previous research on its potential in developing pedagogical practices. It explores how the phenomenographic…
Descriptors: Research and Development, Theory Practice Relationship, Research Methodology, Instructional Design
Blazhenkova, Olesya; Dogerlioglu-Demir, Kivilcim; Booth, Robert W. – Cognitive Research: Principles and Implications, 2022
Previous research has shown that face masks impair the ability to perceive social information and the readability of emotions. These studies mostly explored the effect of standard medical, often white, masks on emotion recognition. However, in reality, many individuals prefer masks with different styles. We investigated whether the appearance of…
Descriptors: Emotional Experience, Psychological Patterns, Emotional Disturbances, Design Preferences
Estrada-Molina, Odiel; Fuentes-Cancell, Dieter Reynaldo; Morales, Anaibis Alvarez – Education and Information Technologies, 2022
International reports analyzing current and future educational trends with an emphasis on technologies applied to education declare the importance of the design and application of digital educational resources. Guaranteeing its usability allows obtaining an adequate resource with a high pedagogical and technological quality. The objective of this…
Descriptors: Educational Technology, Technology Integration, Usability, Computer Software Evaluation
Rafner, Janet; Biskjaer, Michael Mose; Zana, Blanka; Langsford, Steven; Bergenholtz, Carsten; Rahimi, Seyedahmad; Carugati, Andrea; Noy, Lior; Sherson, Jacob – Creativity Research Journal, 2022
Creativity assessments should be valid, reliable, and scalable to support various stakeholders (e.g., policy-makers, educators, corporations, and the general public) in their decision-making processes. Established initiatives toward scalable creativity assessments have relied on well-studied standardized tests. Although robust in many ways, most…
Descriptors: Creativity, Evaluation Methods, Video Games, Computer Assisted Testing
Çinar, Murat; Dogan, Dilek; Tüzün, Hakan – International Journal of Technology and Design Education, 2022
This study aims to investigate the effects of different design tasks on the cognitive load level of instructional designers during the process of designing a learning activity in a 3D multi-user virtual environment (MUVE). The sample consisted of 16 undergraduate students who were experienced in the areas of instructional design, computer…
Descriptors: Instructional Design, Cognitive Processes, Difficulty Level, Learning Activities

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