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Medola, Fausto Orsi; Pavel, Nenad; Baleotti, Luciana Ramos; Santos, Aline Darc Piculo; Ferrari, Ana Lya Moya; Figliolia, Amanda Coelho – Design and Technology Education, 2021
Product design pedagogical approaches require a specific mix of competences that demand multiplicity of perspectives, hybrid knowledge that exceeds professional field silos, and continuous problem reformulations. To do this, design studio education follows many traditions, among which is design critique. Design critique is believed to provide…
Descriptors: Phenomenology, Design, Teaching Methods, Interdisciplinary Approach
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Spring, Ryan – TESL-EJ, 2021
This paper examines the differences correlation between instructor- and peer-based participation scores and oral proficiency in an EFL course focusing on oral communication. It finds that there is very little correlation between instructor-based and peer-based participation scores (r = 0.187, p = 0.053) and that the former is more associated with…
Descriptors: Scores, Second Language Learning, Second Language Instruction, Oral Language
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Fronza, Ilenia; Corral, Luis; Pahl, Claus – Journal of Information Technology Education: Research, 2020
Aim/Purpose: This work aims to introduce and evaluate an instructional strategy that aids end-users with developing their software products during intensive project-based events. Background: End-users produce software in the labor market, and one of the challenges for End-User Software Engineering (EUSE) is the need to create functional software…
Descriptors: Teaching Methods, Computer Software, Computer Science Education, Student Projects
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Romero, Margarida; Arnab, Sylvester; De Smet, Cindy; Mohamad, Fitri; Minoi, Jacey-Lynn; Morini, L. – Electronic Journal of e-Learning, 2019
We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research,…
Descriptors: Foreign Countries, Game Based Learning, Design, Cooperative Learning
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Lin, Cheng-Ta; Chuang, Shuang-Shii – Interactive Learning Environments, 2019
Currently, education places a focus on teamwork, with empathy playing an important role in the coherence of teammates embark on project based learning (PBL). It is often difficult to persuade students to reach an agreement when they are working in groups. Enhancing empathy may reduce arguments and conflict during teamwork Creating interactive…
Descriptors: Teamwork, Cooperative Learning, Empathy, Student Projects
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Blanco, Teresa; Casas, Roberto; Manchado-Pérez, Eduardo; Asensio, Ángel; López-Pérez, Jose M. – International Journal of Technology and Design Education, 2017
In the context of the evolving Internet, a balance between technological advances and meaning change is crucial to develop innovative and breakthrough "connected electronics" that enable the Internet of Things. Designers and technologists are key enablers of this process respectively, ensuring adequate users' needs and technology…
Descriptors: Interdisciplinary Approach, Technological Literacy, Innovation, Electronics
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Wong, Wilson; Pepe, James; Englander, Irv – Information Systems Education Journal, 2017
Information systems capstone projects aim to prepare students for what they will encounter in the industry after graduation. Corporate application development is often a complex endeavor that requires coordination between related products. For example, software development in the mobile application sector may require a coordinated parallel…
Descriptors: Telecommunications, Handheld Devices, Information Systems, Teaching Methods
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Oranpattanachai, Pornpun – LEARN Journal: Language Education and Acquisition Research Network, 2018
This study investigates students' perceptions of creating video projects as part of their grade assignment. Forty-two engineering students at a university in Thailand taking an English course participated in the study. They were required to use English expressions from the phrase bank in each of 15 units in their course book to create a story…
Descriptors: Foreign Countries, Engineering Education, College Students, Video Technology
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Stokes, Alison; Harmer, Nichola – Journal of Geoscience Education, 2018
Active, student-centered pedagogies such as project-based learning (PjBL) can offer significant potential for engaging undergraduates with complex sustainability issues. Driven by institution-wide curriculum changes and informed by educational theories and evidence from previous studies, a trial PjBL activity was designed and delivered on three…
Descriptors: Student Projects, Active Learning, Undergraduate Students, Geography Instruction
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Arnold, William W. – Journal of Instructional Pedagogies, 2018
This article traces the experience of university students in an upper division business course as they collectively authored an e-book as their course project. The professor designated the title of the book and the three themes that provided the structure of the book: service, leadership, and purpose. The 25 students at Pepperdine University in…
Descriptors: Undergraduate Students, Electronic Publishing, Books, Business Administration Education
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Watts-Taffe, Susan; Kirkendall, Autumn; Shaver, Nicholas; Heckman, Rebecca; Inman, Brittnee; Lampe, Kate; Jacquez, Farrah; Vaughn, Lisa M. – Journal of STEM Outreach, 2021
The COVID-19 pandemic profoundly impacted teaching and learning in K-12 settings, as many public schools lacked the technological tools and techniques needed to support effective virtual meetings and online learning. In this article, we explore the impact of the pandemic on "Youth Built Change" (YBC), a STEM-pipeline partnership between…
Descriptors: COVID-19, Pandemics, School Closing, Educational Technology
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Pan, Gary; Seow, Poh-Sun; Shankararaman, Venky; Koh, Kevin – Journal of International Education in Business, 2021
Purpose: Although it is clear that there are many benefits of academic-industry partnership through project-based learning (PBL) courses offered by universities, however, there are challenges in establishing such partnerships that if not addressed, may result in either failure of such collaboration or an unpleasant experience for parties involved.…
Descriptors: Management Development, Partnerships in Education, Student Projects, Active Learning
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Keenahan, Jennifer; McCrum, Daniel – European Journal of Engineering Education, 2021
Engineers and Architects require effective communication and interdisciplinary team working to be successful throughout their career which, is often overlooked during formal undergraduate education. The purpose of this paper is to disseminate the novel design and evaluation of a module on communication and interdisciplinary team working in the…
Descriptors: Engineering Education, Architectural Education, Intervention, Teaching Methods
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Li, Huaizhong; Öchsner, Andreas; Hall, Wayne – European Journal of Engineering Education, 2019
This paper introduced how a mechanical engineering course was redesigned by applying experiential learning theory to improve student engagement and learning experience. Design of machine elements has been considered by students to be a difficult course. Traditional teaching methods tend not to be effective in engaging students. Experiential…
Descriptors: Experiential Learning, Learner Engagement, Student Experience, Engineering Education
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Olmedo-Torre, Noelia; Martínez, María Martínez; Perez-Poch, Antoni; García, Beatriz Amante – International Journal of Technology and Design Education, 2018
The aim of this paper is to analyze what generic competencies at the "Universitat Politécnica de Catalunya" (UPC BarcelonaTech) are most evaluated by the teaching staff belonging to the first curricular block of industrial engineering degree courses at the Barcelona "Escola Universitaria d'Enginyeria Técnica Industrial," and…
Descriptors: Competence, Engineering Education, Foreign Countries, Student Projects
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