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Ahmet Çelik; Selçuk Özdemir – Instructional Science: An International Journal of the Learning Sciences, 2025
Tinkering learning is a pedagogical strategy that emphasizes hands-on exploration, experimentation, and learning from mistakes in STEM education. It involves using personal fabrication tools, such as a 3D printer, to develop and improve ideas through interactive play. Design-based making activities have gained popularity in K-12 classrooms as they…
Descriptors: Elementary Secondary Education, STEM Education, Hands on Science, Experiential Learning
Gess, Ashley; Brivio, Eleonora; De Leo, Gianluca – International Journal for Business Education, 2021
Entrepreneurial ways of thinking and doing intersect with the knowledge and skills that a global citizen needs to thrive. There is a robust body of scholarship that identifies core entrepreneurial skills however there is a dearth of evidence addressing how to successfully teach entrepreneurship. Using the lens of experiential learning, this…
Descriptors: Teaching Methods, Entrepreneurship, Business Administration Education, Experiential Learning
Khan, Amaltas; Tandon, Puneet – Design and Technology Education, 2018
Upcycling is a suitable option for municipal solid waste recovery, especially, in the unorganized waste management scenario(s), where conventional waste recovery options are not efficient. Unlike standardized industrial manufacturing, upcycling is highly dependent on the quantity and quality of discards, and the involved stakeholders. Novel…
Descriptors: Design, Sanitation, Recycling, Stakeholders
Dorfsman, Marcelo I.; Horenczyk, Gabriel – Journal of Experiential Education, 2018
Background: Educational museums are composed of objects, documents, and narratives that together create a learning experience. Existing models of museum education tend to analyze the visitor experience, but rarely take into consideration the unique characteristics and challenges of multicultural heritage museums. Purpose: This article proposes a…
Descriptors: Museums, Jews, Foreign Countries, Learning Experience
Lammi, Matthew D.; Denson, Cameron D. – Advances in Engineering Education, 2017
In this paper we examine a case study of a pedagogical strategy that focuses on the teaching of modeling as a habit of mind and practice for novice designers engaged in engineering design challenges. In an engineering design course, pre-service teachers created modeling artifacts in the form of conceptual models, graphical models, mathematical…
Descriptors: Preservice Teachers, Engineering Education, Case Studies, Educational Strategies
Renard, Helene – International Journal of Teaching and Learning in Higher Education, 2014
Design thinking is a way of understanding and engaging with the world that has received much attention in academic and business circles in recent years. This article examines a hands-on learning model as a vehicle for developing design thinking capacity in students. An overview of design thinking grounds the discussion of the material-based…
Descriptors: Design, Thinking Skills, Experiential Learning, Inquiry
Jones, Derek – Journal of Learning Design, 2014
This paper considers the design of assessment for students of design according to behaviourist versus experiential pedagogical approaches, relating these to output-oriented as opposed to process-oriented assessment methods. It is part case study and part recognition of the importance of process in design education and how this might be applied in…
Descriptors: Distance Education, Experiential Learning, Design, Student Evaluation
Pretelín-Ricárdez, Angel; Sacristán, Ana Isabel – Informatics in Education, 2015
We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach…
Descriptors: Video Games, Engineering Education, College Students, Design
Dzombak, Rachel; Mehta, Khanjan; Butler, Peter – Advances in Engineering Education, 2015
Engineering is one of the most global professions, with design teams developing technologies for an increasingly interconnected and borderless world. In order for engineering students to be proficient in creating viable solutions to the challenges faced by diverse populations, they must receive an experiential education in rigorous engineering…
Descriptors: Engineering Education, Biomedicine, Experiential Learning, Developing Nations
Wagner, Stacey – Jobs For the Future, 2015
The National Fund for Workforce Solution's Young Adult Initiatives aim to test and implement new strategies for targeting America's young adults and share this information so that employers and workforce development can join forces in investing in the millions of young adults across the nation. This case study focuses on promising findings from…
Descriptors: Young Adults, Youth Employment, Labor Force Development, Case Studies
Butcher, John; Schaber, Friedemann – International Journal of Technology and Design Education, 2013
This article reports research into undergraduate design learning through an off-campus partnership. The Sorrell Foundation's Joinedupdesign for Academies programme involved partnerships between university design departments, "failing" 11-18 schools and professional designers, in the context of a funding commitment to rebuild/renew school…
Descriptors: Design, Undergraduate Students, Departments, Partnerships in Education
Ayar, Mehmet C. – Educational Sciences: Theory and Practice, 2015
The purpose of this study is to present students' experiences, interest in engineering, and personal narratives while participating in a robotics summer camp in a metropolitan city in Turkey. In this study, I used qualitative data collection methods such as interviews, field notes, and observations. I used the four principles of Engle and Conant…
Descriptors: Foreign Countries, Engineering Education, Design, Vocational Interests
Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
Wake, Susan J. – Applied Environmental Education and Communication, 2007
During a fieldstudy of children's gardens in the United States in 2005, the author became aware that possibilities for providing learning experiences in children's gardens are bountiful and different styles are emerging. Anecdotally this appears to be a contested area with some within the discipline favoring a narrower definition of children's…
Descriptors: Foreign Countries, Gardening, Models, Classification

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