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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
van Dooren, E. J. G. C.; van Merriënboer, J.; Boshuizen, H. P. A.; van Dorst, M.; Asselbergs, M. F. – International Journal of Technology and Design Education, 2018
A fascinating and rich landscape of personal views and approaches can be seen in architectural design and in architectural design education. This variation may be confusing for students. This paper focuses on the question: is the framework of generic elements that we developed for explicating the design process helpful to compare the differences…
Descriptors: Building Design, Architectural Education, Architecture, Design Requirements
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
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
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
Puttick, Gillian; Tucker-Raymond, Eli – Journal of Science Education and Technology, 2018
Science and computational practices such as modeling and abstraction are critical to understanding the complex systems that are integral to climate science. Given the demonstrated affordances of game design in supporting such practices, we implemented a free 4-day intensive workshop for middle school girls that focused on using the visual…
Descriptors: Climate, Systems Building, Workshops, Middle School Students
Ipek, Ismail; Ziatdinov, Rushan – European Journal of Contemporary Education, 2017
The purpose of this study is to discuss instructional design and technology (IDT) model strategies for developing learning and teaching environments, based on philosophical approaches to educational technology theory. The study begins with a discussion of IDT models to define the history of educational technology or instructional technology…
Descriptors: Educational Technology, Educational Philosophy, Trend Analysis, Teaching Methods
Daniel, Ana Dias – Industry and Higher Education, 2016
Entrepreneurship education has generated considerable interest in recent decades, largely attributable to the evidence of the positive impact of small and medium-sized enterprises on economic growth, job creation, innovation and wealth generation. Since the first entrepreneurship course was held in 1947 at Harvard University, countless courses and…
Descriptors: Entrepreneurship, Design Preferences, Thinking Skills, Teaching Methods
Martinez-Maldonado, Roberto; Shum, Simon Buckingham; Schneider, Bertrand; Charleer, Sven; Klerkx, Joris; Duval, Erik – Journal of Learning Analytics, 2017
The continuous advancement of natural user interfaces (NUIs) allows for the development of novel and creative ways to support collocated collaborative work in a wide range of areas, including teaching and learning. The use of NUIs, such as those based on interactive multi-touch surfaces and tangible user interfaces (TUIs), can offer unique…
Descriptors: Computer Interfaces, Computer System Design, Visualization, Technology Uses in Education
Paolucci, Catherine; Wessels, Helena – Journal of Teacher Education, 2017
This study examined preservice teachers' (PSTs) capacity to create mathematical modeling problems (MMPs) for grades 1 to 3. PSTs created MMPs for their choice of grade level and aligned the mathematical content of their MMPs with the relevant mathematics curriculum. PSTs were given criteria adapted from Galbraith's MMP design principles to guide…
Descriptors: Preservice Teachers, Mathematical Models, Elementary School Mathematics, Questioning Techniques
Zseby, Tanja; Iglesias Vázquez, Félix; King, Alistair; Claffy, K. C. – IEEE Transactions on Education, 2016
This paper presents a network security laboratory project for teaching network traffic anomaly detection methods to electrical engineering students. The project design follows a research-oriented teaching principle, enabling students to make their own discoveries in real network traffic, using data captured from a large IP darkspace monitor…
Descriptors: Teaching Methods, Information Security, Information Networks, Computer Networks
McPhail, Graham; Rata, Elizabeth – New Zealand Journal of Educational Studies, 2016
This paper theorises a curriculum model containing four features. We use these features as criteria to analyse and evaluate two distinctive curriculum design types: '21st Century Learning' and 'Powerful Knowledge'. The four features are: (i) the underpinning theory of knowledge in each curriculum design type; (ii) the knowledge structures used to…
Descriptors: Curriculum Research, Curriculum Design, Curriculum Evaluation, Educational Theories
Delise, Lisa A.; Mello, Abby L. – Management Teaching Review, 2017
The Widget design task is an in-class, experiential exercise that affords students the opportunity to develop interpersonal skills in group negotiation. Students engage in new product design in committees of two dyads where one dyad represents Consumer Research and the other represents Strategic Management. Task information creates different…
Descriptors: Experiential Learning, Interpersonal Competence, Skill Development, Conflict Resolution
Khatri, Raina; Henderson, Charles; Cole, Renée; Froyd, Jeffrey E.; Friedrichsen, Debra; Stanford, Courtney – Physical Review Physics Education Research, 2016
The physics education research community has produced a wealth of knowledge about effective teaching and learning of college level physics. Based on this knowledge, many research-proven instructional strategies and teaching materials have been developed and are currently available to instructors. Unfortunately, these intensive research and…
Descriptors: Adoption (Ideas), Educational Innovation, Models, Success
Pugnali, Alex; Sullivan, Amanda; Bers, Marina Umaschi – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This paper examines the role that user interfaces have on children's mastery of computational thinking concepts and positive interpersonal behaviors. Background: There is a growing pressure to begin teaching…
Descriptors: Young Children, Computer Interfaces, Interpersonal Relationship, Concept Teaching