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Malegiannaki, Irini; Daradoumis, Thanasis; Retalis, Symeon – International Journal of Game-Based Learning, 2021
Serious games are used in the field of cultural heritage as a means to transmit cultural knowledge and enable an experiential contact with cultural content. The authors' aim is to investigate whether a game design exploiting the less used combination of complex storytelling, endogenous cooperation, and competition has the potential to sufficiently…
Descriptors: Story Telling, Educational Games, Game Based Learning, Nonformal Education
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Çil, Emine; Maccario, Nihal; Yanmaz, Durmus – Research in Science & Technological Education, 2016
Background: Museums are useful educational resources in science teaching. Teaching strategies which promote hands-on activities, student-centred learning, and rich social interaction must be designed and implemented throughout the museum visit for effective science learning. Purpose: This study aimed to design and implement innovative teaching…
Descriptors: Design, Science Instruction, Science Education, Teaching Methods
Clark, Kevin; Brandt, Jami; Hopkins, Rhonda; Wilhelm, Jason – Educational Technology, 2009
Participatory design principles were used with primarily African-American and Latino children in the Washington, DC area in the development of sports-themed digital game prototypes in an after-school program. The three stages in participatory design are the discovery stage, the evaluative stage, and prototyping. Within the participatory design…
Descriptors: Educational Games, Mathematics, Student Participation, Design
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Boone, Kristina M. – Journal of Applied Communications, 1996
Research on text/learner interactions emphasizes control of the following design aspects to facilitate comprehension: graphic organizers, learning objectives, perspective, advance organizers, display, and reader skill level. (SK)
Descriptors: Design, Educational Media, Extension Education, Layout (Publications)
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Raffo, Carlo; O'Connor, Justin; Lovatt, Andy; Banks, Mark – Journal of Education and Work, 2000
Presents arguments supporting a social model of learning linked to situated learning and cultural capital. Critiques training methods used in cultural industries (arts, publishing, broadcasting, design, fashion, restaurants). Uses case study evidence to demonstrates inadequacies of formal training in this sector. (Contains 49 references.) (SK)
Descriptors: Broadcast Industry, Design, Entrepreneurship, Fashion Industry
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Brennan, Geraldine – International Journal of Art & Design Education, 2006
The history of art and design education in Botswana has evolved in a unique way and reflects its British colonial history and post-independence development. It has involved constant exchange and dialogue with other countries through the employment of teachers, teacher trainers and university lecturers from a variety of European, Asian and other…
Descriptors: Visual Arts, Art Education, Foreign Countries, Cultural Influences