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Scott Bartholomew; Jessica Yauney; Nathan Mentzer; Scott Thorne – International Journal of Technology and Design Education, 2024
Classroom research has demonstrated the capacity for significantly influencing student learning by engaging students in evaluation of previously submitted work as an intentional priming exercise for learning; we call this experience "Learning by Evaluating" (LbE). Expanding on current LbE research, we set forth to investigate the impact…
Descriptors: Priming, Stimuli, Learning Activities, Teaching Methods
Arruabarrena, Rosa; Sánchez, Ana; Domínguez, César; Jaime, Arturo – International Journal of Educational Technology in Higher Education, 2021
Video is a medium increasingly used in education. The styles of videos produced for academic purposes have been studied in the literature based mainly on those initially designed by instructors for use in MOOCs. In this work, we define a novel taxonomy of academic video design styles based on the videos produced by students. We have defined 10…
Descriptors: Taxonomy, Video Technology, Film Production, Design
Kahraman, Emine; Maras, Meltem – International Journal of Technology in Education, 2022
In this study, 3D design products of pre-service science teachers were evaluated, and the opinions of the candidates regarding the 3D design process and the design products they created were investigated. This study is a case study of qualitative research designs. The research was carried out with 48 pre-service science teachers studying as…
Descriptors: Preservice Teachers, Science Teachers, Computer Simulation, Design
Matere, Isaac M.; Weng, Cathy; Astatke, Melese; Hsia, Chih-Hsien; Fan, Chen-Guo – Interactive Learning Environments, 2023
Recently there has been a change in elementary curricula to focus on computational thinking, however, a good curriculum needs to be matched with good learning or teaching strategies. This study explores design-based learning (DBL) in elementary students to examine the development of computational thinking and to support knowledge construction in…
Descriptors: Design, Elementary School Students, Thinking Skills, Programming
Dahlström, Helene – British Journal of Educational Technology, 2022
This paper addresses how students design multimodal digital text when making digital stories in school. Drawing on the perspective of 'multiliteracies', multimodal analysis of video recordings was used to understand the data. Findings revealed that: (1) multimodal digital text making requires particular digital and modal text-making skills and…
Descriptors: Student Developed Materials, Design, Multimedia Materials, Story Telling
Brooks, Eva; Sjöberg, Jeannette – Designs for Learning, 2022
The presence of digital technologies in classroom settings is relentlessly getting stronger and has shown to have powerful playful qualities. In recent years, digital game-based learning (DGBL) has been introduced in schools. In this paper we explore game-based design activities to unfold playful and creative actions and interactions among…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Game Based Learning
Yunus, Muhammad; Amirullah, Amirullah; Safiah, Intan; Ridha, Syahrul; Suartama, I Kadek – Cypriot Journal of Educational Sciences, 2022
This study aims to develop an online-based collaborative project learning model design that can improve students' abilities in developing teaching materials. The method used is research and development. Data collection instruments are questionnaires and rubrics. Data analysis used descriptive statistics. The validation test used the individual…
Descriptors: Instructional Materials, Material Development, Student Developed Materials, Cooperative Learning
Bauer-Marschallinger, Silvia – Journal for the Psychology of Language Learning, 2020
Although many studies have investigated students' perspectives towards Content and Language Integrated Learning (CLIL), few studies have actively involved learners when creating research-based materials. The scarcity of such studies also stems from the limited number of research projects that operationalize scientific insights for classroom…
Descriptors: Content and Language Integrated Learning, Instructional Materials, Interdisciplinary Approach, Student Developed Materials
Paciarotti, Claudia; Bertozzi, Gabriele; Sillaots, Martin – European Journal of Engineering Education, 2021
Gamification is usually defined as the use of game structure components in circumstances that are not commonly associated with games. In engineering studies, Gamification and its sub-concept of Serious Games are rather widespread pedagogical models. Just like in other application scopes, the approach to their utilisation or analysis is always…
Descriptors: Game Based Learning, Educational Games, Engineering Education, Undergraduate Students
Pantaleo, Sylvia – Reading Teacher, 2018
Picturebooks are highly sophisticated multimodal ensembles. Understanding the semiotic resources and affordances of the visual mode to represent and communicate meaning is fundamental to appreciating the artistry and complexity of picturebooks. A recent classroom-based research project with grade 2 students featured explicit instruction on…
Descriptors: Picture Books, Illustrations, Semiotics, Elementary School Students
Nemorin, Selena – International Journal of Technology and Design Education, 2017
Following initial educational enthusiasms for 'Making' technologies and the 'Maker Movement', increasing numbers of students are now using digital fabrication programs and equipment in school. Given the current lack of empirical research exploring the realities of Making as a school activity, this paper presents an in-depth auto/ethnographic…
Descriptors: Autobiographies, Ethnography, Printing, Computer Peripherals
Hagge, Julia – Technology, Knowledge and Learning, 2018
Full participation in the twenty-first century requires the skills, strategies, and dispositions necessary to adapt to changing technologies influencing all aspects of life. Online programming communities provide a space for youth to create, collaborate, and share as they engage in computational participation. A recent development in the digital…
Descriptors: Early Adolescents, Computer Science Education, Programming, Communities of Practice
Chan, Monica M.; Blikstein, Paulo – Interdisciplinary Journal of Problem-based Learning, 2018
This is a research study of design and engineering classes that use a problem-based learning (PBL) approach in digital fabrication makerspaces in two middle schools. In these studies, teachers employ a PBL approach and provide an ill-structured problem scenario to facilitate design and engineering lessons in the FabLab (fabrication laboratory).…
Descriptors: Middle School Students, Problem Based Learning, Design, Engineering
Levinsen, Karin Tweddell; Sørensen, Birgitte Holm – Designs for Learning, 2019
This paper contributes with elements of an emerging designs for learning-methodology and takes as its starting point the concept of Students as Learning Designers, which was developed by Sørensen and Levinsen and based on more than a decade of research-and-development projects in Danish primary schools (first to 10th grade). The research focussed…
Descriptors: Problem Based Learning, Elementary School Students, Elementary School Teachers, Foreign Countries
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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