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Rodriguez, Shelly; Harron, Jason; Fletcher, Steven; Spock, Hannah – Science Teacher, 2018
While there is no official definition, making is generally thought of as turning ideas into products through design, invention, and building. Support is growing for integrating making into science, technology, engineering, and mathematics (STEM) education. Making can help high school students explore science concepts and phenomena, yet, lacking…
Descriptors: High School Students, Creative Development, Design, Curriculum Enrichment
Engerman, Jason A.; Carr-Chellman, Alison – Educational Technology, 2017
This special issue expands our understanding of teaching and learning through video game play, with specific attention to culture. The issue gives insight into the ways educators, researchers, and developers should be discussing and designing for impactful learner-centered game-based learning experiences. The issue features forward-thinking…
Descriptors: Video Games, Cultural Context, Educational Games, Educational Technology
Harrison, Michelle – Open Praxis, 2018
Over the past decade we have seen a rise in the adoption and proliferation of social technologies, and along with these a move to build on the capacity to embrace new pedagogies and practices that can open our boundaries for both teaching and learning. How do we determine what we mean by space specifically in online environments and how can we…
Descriptors: Educational Environment, Online Courses, Electronic Learning, Online Systems
Dousay, Tonia A. – Educational Technology, 2017
Many resources now punctuate the maker movement landscape. However, some schools and communities still struggle to understand this burgeoning movement. How do we define these spaces and differentiate them from previous labs and shops? Through a multidimensional framework, stakeholders should consider how the structure, access, staffing, and tools…
Descriptors: Educational Facilities Design, Educational Change, Advocacy, Blended Learning
Kingsley, Tara L.; Grabner-Hagen, Melissa M. – Reading Teacher, 2018
Gamification uses game elements such as quests, challenges, levels, and rewards to motivate and engage students in the classroom. Given the engagement that students feel during gameplay, it is sensible to include elements of game design to motivate students and create a space for comprehensive vocabulary instruction. Designing a gamified…
Descriptors: Vocabulary Development, Vocabulary Skills, Game Theory, Curriculum Design
Brown, Ryan A.; Antink-Meyer, Allison – Educational Technology, 2017
The maker movement, with its focus on-hands on learning through creating with familiar materials, has seen growth in both formal and informal learning spaces. This article examines three informal learning spaces that have redesigned their space (or a portion of it) to accommodate several tenets of the maker movement and in various ways have become…
Descriptors: Informal Education, Design Preferences, Educational Environment, Museums
McKnight, Lucinda; Rousell, David; Charteris, Jennifer; Thomas, Kat; Burke, Geraldine – International Journal of Qualitative Studies in Education (QSE), 2017
This paper diffracts a curriculum design workshop via online collaboration of a collective emerging from that event. Through the workshop, involving theory, conceptual art, writing, photography and curriculum planning, and the subsequent sharing of words and images, we move beyond interrogating designs for future subjects to asking how the…
Descriptors: Curriculum Design, Instructional Design, Educational Practices, Multimedia Instruction
Cavanagh, Thomas B.; Thompson, Kelvin; Futch, Linda – New Directions for Teaching and Learning, 2017
This chapter describes important considerations for higher education administrators and other leaders as they design, develop, and implement a comprehensive hybrid learning initiative.
Descriptors: Program Implementation, Blended Learning, Instructional Design, Instructional Development
Serapiglia, Anthony – Information Systems Education Journal, 2018
The following is an applied database scenario based on a single season in the FIA Formula One (F1) World Championship of auto racing. This scenario builds database understanding and skills through data modeling, data acquisition, creation of a database schema through a database management system, query construction, and report creation. In the…
Descriptors: Database Management Systems, Database Design, Motor Vehicles, Competition
Zampollo, Francesca; Peacock, Matthew – Journal of Creative Behavior, 2016
Is there a need for a set of methods within Design Thinking tailored specifically for the Food Design process? Is there a need for a branch of Design Thinking dedicated to Food Design alone? Chefs are not generally trained in Design or Design Thinking, and we are only just beginning to understand how they ideate and what recourses are available to…
Descriptors: Food Service, Foods Instruction, Design Crafts, Educational Practices
Francis, Grace L.; Gordon, Sarah; Kliethermes, Andrew J.; Regester, April; Baldini, Deborah; Grant, Amber – Teacher Educators' Journal, 2018
Postsecondary education programs (PSEs) for young adults with intellectual and developmental disabilities in colleges and universities expand opportunities for these young adults and result in positive outcomes, including employment and improved social networks. Although participating in postsecondary education results in numerous benefits for…
Descriptors: Developmental Disabilities, Intellectual Disability, Postsecondary Education, Young Adults
Baik, Chi; Naylor, Ryan; Corrin, Linda – Journal of Higher Education Policy and Management, 2018
With the majority of undergraduate teaching in Australian higher education being undertaken by casual academics, ensuring adequate support for these staff to access support and professional development relating to teaching and learning is imperative. In this article, we profile the development and implementation of a university-wide strategic…
Descriptors: Educational Improvement, Change Strategies, Models, Undergraduate Study
Wang, Ning; Chen, Xuemin; Lan, Qianlong; Song, Gangbing; Parsaei, Hamid R.; Ho, Siu-Chun – IEEE Transactions on Learning Technologies, 2017
With the unprecedented growth of e-learning, more and more new IT technologies are used to develop e-learning tools. As one of the most common forms of social computing, Wiki technology has been used to develop the collaborative and cooperative learning platform to support multiple users learning online effectively. In this paper, we propose a new…
Descriptors: Engineering Education, Web 2.0 Technologies, Virtual Classrooms, Cooperative Learning
Cole, Charlotte F.; Lee, June H.; Bucuvalas, Abigail; Sirali, Yasemin – New Directions for Child and Adolescent Development, 2018
Children's media have the capacity to prepare young learners to develop the knowledge, attitudes, and skills they need to contribute to a more peaceful world. Research suggests international coproductions of Sesame Street and other children's media efforts are linked to positive impact on how viewers perceive themselves and their own cultures, as…
Descriptors: Peace, International Education, Media Adaptation, Media Literacy
Jan, Mingfong; Gaydos, Matthew – Educational Technology, 2016
This article aims at clarifying and conceptualizing game-based learning (GBL) in order to pinpoint directions for practices and research. The authors maintain that GBL should be conceptualized toward the transformation of a textbook-learning culture. The authors emphasize the importance of a paradigm shift in learning and a reorientation in…
Descriptors: Educational Practices, Educational Research, Educational Games, Learning Strategies