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Showing 1 to 15 of 24 results Save | Export
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Mosely, Genevieve; Harris, Jess; Grushka, Kath – International Journal of Technology and Design Education, 2021
Design education as a field is growing rapidly due to its potential to develop the capacity of students to become creative and imaginative thinkers. In addition to these key twenty-first century skills, design education can also equip students with problem solving skills and innovative capabilities. The purpose of this paper is to build an…
Descriptors: Foreign Countries, National Curriculum, Design, Core Curriculum
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Miska, Jacob W.; Mathews, Laura; Driscoll, Jessica; Hoffenson, Steven; Crimmins, Sarah; Espera, Alejandro, Jr.; Pitterson, Nicole – Journal of Engineering Education, 2022
Background: Engineering education traditionally emphasizes technical skills, sometimes at the cost of under-preparing graduates for the real-world engineering context. In recent decades, attempts to address this issue include increasing project-based assignments and engineering design courses in curricula; however, a skills gap between education…
Descriptors: Undergraduate Students, Engineering Education, Design, Student Attitudes
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Burkhart, Christian; Lachner, Andreas; Nückles, Matthias – Journal of Educational Psychology, 2021
Writing cohesive texts is a crucial but challenging skill to master. Recently, cognitive tools that provide students with a graphical representation of their texts in the form of concept-maps have been shown to support students' writing. Despite its beneficial effects, the addition of a graphical representation may have the disadvantage that…
Descriptors: Visual Aids, Feedback (Response), Writing (Composition), Concept Mapping
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Toda, Armando M.; Palomino, Paula T.; Oliveira, Wilk; Rodrigues, Luiz; Klock, Ana C. T.; Gasparini, Isabela; Cristea, Alexandra I.; Isotani, Seiji – Educational Technology & Society, 2019
One of the main goals of gamification in educational settings is to increase student motivation and engagement. To facilitate the design of gamified educational systems, in recent years, studies have proposed various approaches (e.g., methodologies, frameworks and models). One of the main problems, however, is that most of these approaches are…
Descriptors: Educational Games, Game Based Learning, Design, Taxonomy
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de Freitas, Ana Paula Nazaré; Almendra, Rita Assoreira – Design and Technology Education, 2021
Soft skills are interpersonal, social, and emotional competencies, transversal to various fields of knowledge and life. In the Knowledge Age, soft skills play an essential role in the differentiation of human work. Nevertheless, in design education, there are still few studies on soft skills. This study brings a conceptual map of soft skills in…
Descriptors: Soft Skills, 21st Century Skills, Classification, Thinking Skills
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Rugh, Michael S.; Beyette, Donald J.; Capraro, Mary Margaret; Capraro, Robert M. – Interactive Technology and Smart Education, 2021
Purpose: The purpose of this study is to examine a week-long science, technology, engineering and mathematics (STEM) project-based learning (PBL) activity that integrates a new educational technology and the engineering design process to teach middle and high school students the concepts involved in rotational physics. The technology and teaching…
Descriptors: Physics, Student Projects, Active Learning, STEM Education
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Afify, Mohammed Kamal – Journal of Technology and Science Education, 2018
The present study aims to identify standards of interactive digital concepts maps design and their measurement indicators as a tool to develop, organize and administer e-learning content in the light of Meaningful Learning Theory and Constructivist Learning Theory. To achieve the objective of the research, the author prepared a list of E-learning…
Descriptors: Electronic Learning, Concept Mapping, Constructivism (Learning), Educational Technology
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Amin, Yousif; Monamad, Roshayu – International Journal of Learning and Change, 2017
Based on the literature of knowledge management (KM), this paper reports on the progress of developing a new knowledge management system (KMS) model with components architecture that are distributed over the widely-recognised socio-technical system (STS) aspects to guide developers for selecting the most applicable components to support their KM…
Descriptors: Knowledge Management, Management Systems, Models, Design
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Foley, David; Charron, François; Plante, Jean-Sébastien – Advances in Engineering Education, 2018
Recent technologies are offering the power to share and grow knowledge and ideas in unprecedented ways. The CogEx software platform was developed to take advantage of the digital world with innovative ideas to support designers work in both industrial and academic contexts. This paper presents a qualitative study on the usage of CogEx during…
Descriptors: Computer Software, Curriculum, Qualitative Research, Undergraduate Students
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Persons, Marij; de Groot, Yvonne; Stoffels-Engering, Anneke – Gifted Education International, 2020
We work as teachers in one-day-a-week classes for gifted elementary school students in the Netherlands. The classes are centred on themes that last about 8 weeks. Twice a year, the students work on a project using the TASC Wheel to systematically gain more knowledge on the subject as well as to practise their executive skills. As an example of…
Descriptors: Foreign Countries, Academically Gifted, Gifted Education, Elementary School Students
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Chang, Ben; Shih, Yen-An; Lu, Fang-Chen – International Review of Research in Open and Distributed Learning, 2018
Today's learners can easily share their thoughts on their social networks, and this movement, undoubtedly, has been affecting their learning. However, learners in such an ad hoc social network environment need a deliberate design to support their idea sharing and concept exchange. Gaining insights into how to stimulate concept sharing in a social…
Descriptors: Social Media, Web Sites, Information Management, Information Dissemination
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Uri, Therese – Journal of Ethnographic & Qualitative Research, 2015
This study used situational grounded theory to explore the potential impact of systemic design on 21st century education. Situational analysis grounded theory (Clarke, 2005) was selected over three other established grounded theory methods because it provided a suitable foundation to chart the complexities of systemic design and contemporary…
Descriptors: Grounded Theory, Qualitative Research, Educational Research, Systems Approach
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Kühn, Caroline – Journal of New Approaches in Educational Research, 2017
The goal of this paper is to present the primary findings of the first of two phases of a research project that looks at how can undergraduates be supported to engage meaningfully with digital literacies in a rich-research context. My hypothesis is that students in the act of (re)-designing and implementing their personal learning environment with…
Descriptors: Educational Environment, Electronic Learning, Undergraduate Students, Hypothesis Testing
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Jensen, Matilde Bisballe; Utriainen, Tuuli Maria; Steinert, Martin – European Journal of Engineering Education, 2018
This paper presents the experienced difficulties of students participating in the multidisciplinary, remote collaborating engineering design course challenge-based innovation at CERN. This is with the aim to identify learning barriers and improve future learning experiences. We statistically analyse the rated differences between distinct design…
Descriptors: Barriers, Concept Mapping, Interdisciplinary Approach, Engineering Education
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Dicheva, Darina; Dichev, Christo; Agre, Gennady; Angelova, Galia – Educational Technology & Society, 2015
While gamification is gaining ground in business, marketing, corporate management, and wellness initiatives, its application in education is still an emerging trend. This article presents a study of the published empirical research on the application of gamification to education. The study is limited to papers that discuss explicitly the effects…
Descriptors: Educational Games, Concept Mapping, Literature Reviews, Classification
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