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Worsley, Marcelo – Information and Learning Sciences, 2021
Purpose: This paper aims to compare two types of prompts, encouraging participants to think about real-world examples or engineering principles to show how these two approaches can result in vastly different design practices. Design/methodology/approach: Two studies (N = 20, N = 40) examine the impact of two different prompts. Non-expert students,…
Descriptors: Creative Activities, Creativity, Evaluation Methods, Comparative Analysis
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Manusos, Dominick O.; Busby, Joe R.; Clark, Aaron C. – Technology and Engineering Teacher, 2013
The article provides information on the changing rules in the authentic designs in gaming. It states that board games have been used to teach before a traditional classroom setting was ever put in place. It mentions that technology, engineering, and design education teachers would do well to develop their assignments to lead students into…
Descriptors: Games, Play, Design, STEM Education
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Norris, Aaminah – Equity & Excellence in Education, 2014
This qualitative study analyzes how an urban schoolteacher guided her 19 tenth grade Latina and African American young women in developing positive self-concepts as expressed through the implementation of design thinking processes. This work examines how young women who had limited access to digital media negotiated their identities as they…
Descriptors: Urban Education, Grade 10, Females, High School Students
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Lawanto, Oenardi; Stewardson, Gary – International Journal of Technology and Design Education, 2013
Inasmuch as design is a central activity in K-12 engineering education, understanding the students' motivation during engaging in engineering design activities will help educators to develop and evaluate strategies for engineering design challenges, and improve curriculum. The objective of this study is to better understand the relationship…
Descriptors: Engineering Education, Questionnaires, Correlation, Predictor Variables
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Jarmon, Leslie – International Journal of Virtual and Personal Learning Environments, 2010
This article previews the emergence of "homo virtualis." Drawing on data from seven research studies, peer-reviewed published research articles, and selected excerpts of 30 months of field notes taken in Second Life [SL], the article examines virtual learning environments and embodiment through the lens of interactions of avatars with…
Descriptors: Computer Simulation, High School Students, Females, Design