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Kara Dadswell; Stjepan Sambol; Zali Yager; Nina Van Dyke; Michaela Pascoe; Clare Dallat; Claire Brown; Alexandra G. Parker – Journal of Adventure Education and Outdoor Learning, 2024
Design thinking is often proposed as an educative strategy to enhance growth mindset, problem solving, and creativity, but there are very few evaluations of the impact of experiential design thinking programs. The primary aim of this study was to investigate whether an online design-thinking workshop provided to outdoor education staff could…
Descriptors: Outdoor Education, Program Evaluation, Teacher Workshops, Faculty Development
Kanyarat Sriwisathiyakun – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study aims to introduce an innovative approach to improving learning outcomes for hearing-impaired learners (HL) within inclusive education settings. By integrating design thinking principles into Massive Open Online Courses (MOOCs) specifically designed for HL, this research seeks to address their unique educational needs. The…
Descriptors: MOOCs, Hearing Impairments, Design, Thinking Skills
Baichang Zhong; Xiaofan Liu; Shuiyan Huang – Technology, Pedagogy and Education, 2025
While pair learning (PL) is considered a potential method in STEM education including robotics education (RE), the question of how to pair students for superior learning effects remains. Current grouping strategies for PL in RE are constrained by fixed grouping (FG) and short of attention to dynamic grouping (DG). Therefore, this study aims to…
Descriptors: Robotics, Cooperative Learning, Comparative Analysis, Computer Science Education
Mariia I. Dovha; Pavlo D. Antonenko; Yevhenii B. Shapovalov; Daniil S. Lytovchenko; Maksym S. Halchenko – International Journal of Technology and Design Education, 2024
In this study, we designed and evaluated the effectiveness of a new course aimed at developing creativity as the cornerstone of technology and design education. This 14-hour synchronous online course was offered to secondary school students in the online format by the Open Educational Laboratory by the National Center of the Junior Academy of…
Descriptors: Curriculum Development, Curriculum Evaluation, Pilot Projects, Instructional Effectiveness
Padley, Ann – Industry and Higher Education, 2021
Project-based innovation and entrepreneurship curricula encourage learners to approach challenges in an agile, iterative way, allowing for flexibility to respond to new information throughout the research and idea development process. This approach often clashes with traditional ethical approval processes designed for a more predictable set of…
Descriptors: Student Projects, Active Learning, Entrepreneurship, Ethics
Bland, Jennifer; Smith, Kimberly – Digital Promise, 2023
This report profiles five public PreK-12 learning education agencies across the U.S. that participated in the Digital Promise Center for Inclusive Innovation Teacher of Color Recruitment and Retention cohort and utilized the Inclusive Innovation model to create and launch locally contextualized programs designed by teachers of color.
Descriptors: Teacher Recruitment, Teacher Persistence, Minority Group Teachers, Preschool Education
Rigg, Elizabeth; van der Wal-Maris, Stella – Discourse and Communication for Sustainable Education, 2020
The importance of sustainable education is increasingly being seen over the last decade. One way is by offering social entrepreneurship education (SEE): education that addresses engagement (empathy, compassion and care) and entrepreneurship. In a Dutch institute for primary teacher education, a pilot study was undertaken on SEE. Student teachers…
Descriptors: Student Teachers, Entrepreneurship, Foreign Countries, Elementary School Teachers
Beavis, Catherine; O'Mara, Joanne; Thompson, Roberta – Learning, Media and Technology, 2021
There is growing interest in the incorporation of digital games as part of the suite of offerings in museum education in heritage environments. Digital games are seen as ways of recreating historic worlds, affording empathetic and affective engagement, and increasing interest in and understanding of historical periods or processes, working in…
Descriptors: Museums, Video Games, Pilot Projects, Archaeology
Roob, Edward, III.; Bouscher, Robert F.; Kleinbaum, Ethan I.; Sederberg, David; Csathy, Gabor – Physics Teacher, 2020
We describe the design and manufacture of a classroom set of devices that simultaneously measures and records the resistivity of four conductive elements (superconductor, semiconductor, metal alloy, and pure metal) as a function of temperature. The unique nature of this multi-semester project was that these devices would be designed, machined and…
Descriptors: Service Learning, Physics, Measurement Equipment, Manufacturing
Örnekoglu Selçuk, Melis; Emmanouil, Marina; Grizioti, Marianthi; Van Langenhove, Lieva – Designs for Learning, 2022
Design Thinking (DT) is not merely a well-known design methodology but also an entire mindset towards solving complex societal problems in an innovative way. Its popularity in diverse disciplines beyond design, is due to its relation with the development of key 21st-century skills, such as creativity, critical thinking, collaboration and…
Descriptors: Design, Research Methodology, Problem Solving, Games
Sarah McCorkle; Paul Whitener – International Journal of Designs for Learning, 2020
This case study describes a small-scale Lightboard pilot and a full-scale Lightboard build with accompanying studio at a small, private liberal arts college in the southern United States. This article will provide an overview of the Lightboard landscape in higher education, offer considerations for the construction of a Lightboard, and share the…
Descriptors: Educational Technology, Video Technology, Technology Uses in Education, Higher Education
Dostal, Hannah; Lederberg, Amy – Grantee Submission, 2021
Literacy intervention research tests our best ideas about instruction and forges a pathway forward toward deeper and more nuanced understandings of how children think, communicate, and learn. This chapter describes the components of the development of literacy interventions, explaining how to construct and evaluate each component in sequence to…
Descriptors: Deafness, Hearing Impairments, Students with Disabilities, Literacy Education
Rahmawati, Anis – Journal of Turkish Science Education, 2018
This study aimed to design an innovative learning media (i.e., Macromedia Flash program) for Structural Analysis subjects at Secondary Vocational Building Engineering School to improve students' learning outcomes. In the design process, the current study included such stages as defination, design, expert validation, pilot-test, and dissemination.…
Descriptors: Computer Games, Educational Games, High School Students, Vocational Education
Foley, David; Charron, François; Plante, Jean-Sébastien – Advances in Engineering Education, 2018
Recent technologies are offering the power to share and grow knowledge and ideas in unprecedented ways. The CogEx software platform was developed to take advantage of the digital world with innovative ideas to support designers work in both industrial and academic contexts. This paper presents a qualitative study on the usage of CogEx during…
Descriptors: Computer Software, Curriculum, Qualitative Research, Undergraduate Students
Androutsos, Athanassios; Brinia, Vasiliki – Education Sciences, 2019
In Secondary Education, students need innovative skills and competences that the current education system does not sufficiently offer. Also, educators need pedagogical support to develop teaching to respond to 21st century skills requirements. In order to achieve these goals, an experimental culture of learning needs to be implemented in practice.…
Descriptors: Secondary Education, 21st Century Skills, Experimental Teaching, Innovation

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