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Sébastien Proulx – International Journal of Designs for Learning, 2021
The research phase preluding a design capstone project is challenging for both students and instructors. In a situation where students are free to work on a topic of their choosing, a preset, generic research design is not suitable. Imposing a rigid framework would endanger the possibility of students truly examining and capturing the complexity…
Descriptors: Teaching Methods, Capstone Experiences, Student Projects, Research Design
Long, Christian – Learning & Leading with Technology, 2012
Design thinking is about using design to improve the human experience. It combines collaboration, systems thinking, and a balance of creative and analytical habits. It also fuels what the students want for themselves: making an impact on the real world in real time and having adults take their passions seriously. The process essentially comes down…
Descriptors: Feedback (Response), Systems Approach, Design, High School Students
Nation, Marcia L. – Journal of Geography, 2008
Project-based learning is a pedagogy that involves students in applying and developing theories, skills, and techniques to solve real world problems. Three faculty members used project-based learning to involve graduate students in an interdisciplinary seminar on sustainable development in Appalachian Ohio, which was convened under the auspices of…
Descriptors: Graduate Students, Student Projects, Interdisciplinary Approach, Active Learning
DiMartino, Joe; Castaneda, Andrea – Educational Leadership, 2007
A recent employer survey sponsored by the Partnership for 21st Century Skills found that the skills new job entrants most need for success in the workplace--oral and written communication, time management, critical thinking, problem solving, personal accountability, and the ability to work effectively with others--are the areas in which recent…
Descriptors: Teaching Methods, High Schools, College Graduates, Time Management
Peer reviewedSinn, John; And Others – Technology Teacher, 1993
In phase I of an Ohio project, 10 high school teams completed technical projects based on a fictitious manufacturer. In phase II, local industries provided reality-based projects for teams of math, science, and technology teachers and students. (SK)
Descriptors: Computer Assisted Design, Educational Technology, High Schools, Integrated Curriculum

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