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Khaleel Asyraaf Mat Sanusi; Daniel Majonica; Deniz Iren; Nardie Fanchamps; Roland Klemke – Education and Information Technologies, 2024
Developing immersive learning systems is challenging due to their multidisciplinary nature, involving game design, pedagogical modelling, computer science, and the application domain. The diversity of technologies, practices, and interventions makes it hard to explore solutions systematically. A new methodology called Multimodal Immersive Learning…
Descriptors: Taxonomy, Multimedia Materials, Innovation, Creativity
Özlem Senyigit Sarikaya; Gözde Altiparmakoglu Sakarya; Çigsem Yagmur Yüksel; Halil Duymus – International Journal of Art & Design Education, 2025
Workshops create a collaborative and/or sharing environment that supports our design education and turns it into an interactive one. They are important meeting places for students who continue their design education in different disciplines in different places to communicate and provide common working platforms. Therefore, such organisations,…
Descriptors: Interdisciplinary Approach, Design, Workshops, Architectural Education
D. J. Kelly-Quattrocchi; Sarah Kutten; Jonathan Kroll; Miguel Salinas – New Directions for Student Leadership, 2024
While many student leadership educators facilitate trainings, research has shown most never actually learn how to design and deliver impactful experiences. This article provides a proven framework for consistently designing and delivering high-impact, high-engagement, and high-enjoyment trainings that leverage experiential learning and reflective…
Descriptors: Design, Experiential Learning, Discussion, Reflection
Alexander K. Kofinas; Crystal Han-Huei Tsay; David Pike – British Journal of Educational Technology, 2025
Generative AI (hereinafter GenAI) technology, such as ChatGPT, is already influencing the higher education sector. In this work, we focused on the impact of GenAI on the academic integrity of assessments within higher education institutions, as GenAI can be used to circumvent assessment approaches within the sector, compromising their quality. The…
Descriptors: Artificial Intelligence, Technology Uses in Education, Integrity, Performance Based Assessment
Holly M. Golecki; Jason Robinson; Caroline Cvetkovic; Conor Walsh – Biomedical Engineering Education, 2024
Experiential learning in biomedical engineering curricula is a critical component to developing graduates who are equipped to contribute to technical design tasks in their careers. This paper presents the development and implementation of an undergraduate and graduate-level soft material robotics design course focused on applications in medical…
Descriptors: Equipment, Design, Robotics, Experiential Learning
G. Mauricio Mejía; Yumeng Xie; Luca Simeone; Stephanie Tomlin – International Journal of Art & Design Education, 2025
As design becomes more oriented towards strategy, services and systems, design learning is no longer something apprentices can develop only with masters' input and critique. Further, the experimentation and reflection commonly occurring inside studio-based education is insufficient. Real-world or live projects offer an alternative to learning…
Descriptors: Design, Art Education, Strategic Planning, Skill Development
Varadarajan, Sudhir – International Journal of Technology and Design Education, 2023
The 1950s saw the emergence of the science-driven model of engineering education. In the following decades, the model has been continuously challenged to incorporate aspects such as liberal arts, information & communication technology, design, entrepreneurship, innovation, sustainability, industry 4.0, and more recently, online-learning. This…
Descriptors: Design, Engineering Education, Experiential Learning, Entrepreneurship
Baris Gür; N. Hande Kutbay; H. Güçlü Yavuzcan – Design and Technology Education, 2025
Following the COVID-19 pandemic, research on Virtual Design Studios (VDS) increased significantly, revealing mixed opinions about their limitations. This paper aims to present these contrasting views on VDS education, with a particular focus on peer-learning. While many studies argue that peer-learning diminishes significantly, or even disappears…
Descriptors: Design, Electronic Learning, COVID-19, Pandemics
Palazzo, Elisa; Shirleyana – Education and Urban Society, 2024
New pedagogic approaches combining Transdisciplinary, Experiential, and Adaptive perspectives are emerging to respond to increasingly complex urban conditions. By addressing the gap in current urban design studio education, the study defined a framework to assist teachers in designing novel teaching formats based on TEA learning approaches. The…
Descriptors: Design, Studio Art, Teaching Methods, Interdisciplinary Approach
P. Hariharasakthisudhan; K. Logesh; K. Sathickbasha; Sathish Kannan – Discover Education, 2025
This study presents a structured hybrid framework integrating Design Thinking (DT), the Conceive-Design-Implement-Operate (CDIO) methodology, and Root Assessment (RA) to enhance project-based learning (PBL) in engineering education. The framework addresses limitations in conventional PBL by embedding iterative ideation, structured engineering…
Descriptors: Student Projects, Active Learning, Design, Decision Making
Nathan J. Mentzer; Tonya M. Isabell; Lakshmy Mohandas – Journal of Computing in Higher Education, 2024
HyFlex learning environments have been meeting the unique needs of students and institutions for nearly 20 years. However, it was the pandemic that gave HyFlex its widespread acceptance and application. Literature suggests that HyFlex may now be considered part of the new norm in education and therefore, further study is needed on how it affects…
Descriptors: Blended Learning, Experiential Learning, Synchronous Communication, Performance
Jeremy St. John; Karen St. John – Journal of Information Systems Education, 2024
This study provides an overview of efforts to improve experiential learning outcomes by integrating the curriculum of an upper-level Project Management (PM) course with an Introductory Programming (IP) course using a game-making project. Students in the PM course applied PM methods and techniques while supervising teams of students in the IP…
Descriptors: Experiential Learning, Peer Teaching, Programming, Program Administration
Zeynep Temiz; Mustafa Çevik – Early Years: An International Journal of Research and Development, 2024
The Science, Technology, Engineering, Arts and Mathematics (STEAM) approach has a variety of benefits for all children as it triggers multiple senses through hands-on activities, experiential learning, exploration opportunities on different scientific topics, and various tools and materials. Five STEAM activities were designed and implemented with…
Descriptors: STEM Education, Art Education, Early Childhood Education, Learning Activities
Barefield, Trisha – International Journal of Lifelong Education, 2023
This paper synthesises theory and practice literature to define a new type of learning space: emergence studios. Emergence studios incorporate iterative, collaborative, and creative elements into graduate education in the social sciences. While some disciplines have a long history of studio spaces and others have begun to implement applied spaces…
Descriptors: Social Sciences, Cooperation, Theory Practice Relationship, Graduate Students
Sue Schroeder; Barbara L. Stewart; Olivia Johnson – Journal of STEM Outreach, 2024
DesignYOU! Code Camp is a grant-funded summer outreach camp designed to increase interest in coding and STEM careers among middle school students (6th - 8th graders) through an innovative, immersive summer camp experience. To make the concepts of coding more palpable, researchers incorporated fashion and retail allowing students to learn through…
Descriptors: STEM Education, Summer Programs, Outreach Programs, Coding

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