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Showing 1 to 15 of 19 results Save | Export
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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
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Terashima, Mikiko; Kirby, Ronald Lee; Smith, Cher – International Journal of Disability, Development and Education, 2023
This study assessed the effectiveness of a learning module we developed for planning students aimed to enhance their understanding for design issues in public spaces faced by wheelchair users. The module involves training of students to effectively navigate the environment in a wheelchair before they experience the real outdoor spaces. Through…
Descriptors: Assistive Technology, Experiential Learning, Program Effectiveness, Design
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Sherman, Jules; Lee, Henry C.; Weiss, Madeleine Eva; Kristensen-Cabrera, Alexandria – Design and Technology Education, 2018
Experiential learning, which may include hands-on learning paired with observation and reflection, has been applied in several industries; however, the impact of experiential learning in design education is not well known. We investigated how the type of simulation-based learning could affect the acquisition of knowledge and the ability to…
Descriptors: Experiential Learning, Equipment, Design, Teaching Methods
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Oliver, Kendra H.; Ehrman, Jonathan D.; Marasco, Christina C. – International Journal of STEM Education, 2019
Background: Many undergraduate students majoring in science, technology, engineering, and mathematics (STEM) fields lack experience in collaborative thinking, limiting their effectiveness as they enter careers in academic and industrial environments. The SyBBURE Searle Undergraduate Research Program has incorporated a team-based design component…
Descriptors: Skill Development, Teamwork, Undergraduate Students, STEM Education
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Nielson, Seth James – Computer Science Education, 2017
Attempting to educate practitioners of computer security can be difficult if for no other reason than the breadth of knowledge required today. The security profession includes widely diverse subfields including cryptography, network architectures, programming, programming languages, design, coding practices, software testing, pattern recognition,…
Descriptors: Computer Security, Simulation, Graduate Students, Training
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Zhou, Ninger; Pereira, Nielsen L.; Tarun, Thomas George; Alperovich, Jeffrey; Booth, Joran; Chandrasegaran, Senthil; Tew, Jeffrey David; Kulkarni, Devadatta M.; Ramani, Karthik – Journal of Science Education and Technology, 2017
The societal demand for inspiring and engaging science, technology, engineering, and mathematics (STEM) students and preparing our workforce for the emerging creative economy has necessitated developing students' self-efficacy and understanding of engineering design processes from as early as elementary school levels. Hands-on engineering design…
Descriptors: STEM Education, Experiential Learning, Toys, Workshops
Digital Promise Global, 2017
Digital Promise Global commissioned research in order to learn more about how students and teachers made use of the technology, document areas of growth experienced by the participants, and understand the effects of implementation context on technology use and learning. The study also sought insights related to challenges and best practices that…
Descriptors: Design, Student Centered Learning, Experiential Learning, Program Evaluation
Digital Promise Global, 2017
Recent years have seen the emergence of design-thinking and maker learning initiatives across formal and informal learning environments. A variety of offerings, from museum and afterschool programs, to STEM challenges and entrepreneurship courses, create opportunities for young people to develop skills relevant to today's workplace. Design-based…
Descriptors: Design, STEM Education, Experiential Learning, Problem Solving
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Herber, Daniel R.; Deshmukh, Anand P.; Mitchell, Marlon E.; Allison, James T. – Education Sciences, 2016
This paper presents an effort to revitalize a large introductory engineering course for incoming freshman students that teaches them analytical design through a project-based curriculum. This course was completely transformed from a seminar-based to a project-based course that integrates hands-on experimentation with analytical work. The project…
Descriptors: Engineering Education, College Freshmen, Student Projects, Design
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Kathryn Wallert; Beth Walizer – Advocate, 2015
This paper explores how service-learning projects provide university students experiential learning opportunities to participate in innovative activities. While educating and fostering development through mentoring and teamwork, university students enhanced critical thinking and interpersonal skills, gained background knowledge of the elementary…
Descriptors: Service Learning, Experiential Learning, College Students, Elementary School Students
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Pressick-Kilborn, Kimberley; Prescott, Anne – Teaching Science, 2017
A pedagogical innovation was collaboratively designed, implemented and evaluated in the context of a school-university partnership. The innovation had a dual purpose: 1) to provide an opportunity for primary pre-service teachers to develop their understanding and experience of teaching "design and produce" processes (working…
Descriptors: College School Cooperation, Partnerships in Education, Preservice Teachers, Elementary School Teachers
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
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Yilmaz, M.; Ozcelik, S.; Yilmazer, N.; Nekovei, R. – IEEE Transactions on Education, 2013
This paper presents an innovative two-course, laboratory-based, and design-oriented robotics educational model. The robotics curriculum exposed senior-level undergraduate students to major robotics concepts, and enhanced the student learning experience in hybrid learning environments by incorporating the IEEE Region-5 annual robotics competition…
Descriptors: Robotics, College Curriculum, College Seniors, Elective Courses
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Santos, Marc Ericson C.; Chen, Angie; Taketomi, Takafumi; Yamamoto, Goshiro; Miyazaki, Jun; Kato, Hirokazu – IEEE Transactions on Learning Technologies, 2014
Augmented reality (AR) technology is mature for creating learning experiences for K-12 (pre-school, grade school, and high school) educational settings. We reviewed the applications intended to complement traditional curriculum materials for K-12. We found 87 research articles on augmented reality learning experiences (ARLEs) in the IEEE Xplore…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Meta Analysis
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Franchetti, Matthew – Journal of Pre-College Engineering Education Research, 2012
This paper summarizes the findings of a five-year study aimed at improving the retention rates of female students pursuing careers in engineering. The study analyzed a series of programs implemented at the University of Toledo. The programs involve hands-on design projects, research experiences, communication tools geared towards females,…
Descriptors: Undergraduate Students, Females, Engineering Education, School Holding Power
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