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Scott Bartholomew; Jessica Yauney; Nathan Mentzer; Scott Thorne – International Journal of Technology and Design Education, 2024
Classroom research has demonstrated the capacity for significantly influencing student learning by engaging students in evaluation of previously submitted work as an intentional priming exercise for learning; we call this experience "Learning by Evaluating" (LbE). Expanding on current LbE research, we set forth to investigate the impact…
Descriptors: Priming, Stimuli, Learning Activities, Teaching Methods
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Yunus, Muhammad; Amirullah, Amirullah; Safiah, Intan; Ridha, Syahrul; Suartama, I Kadek – Cypriot Journal of Educational Sciences, 2022
This study aims to develop an online-based collaborative project learning model design that can improve students' abilities in developing teaching materials. The method used is research and development. Data collection instruments are questionnaires and rubrics. Data analysis used descriptive statistics. The validation test used the individual…
Descriptors: Instructional Materials, Material Development, Student Developed Materials, Cooperative Learning
Goldstein, Molly Hathaway – ProQuest LLC, 2018
Decision-making and design in uncertain situations in which information is limited and goals are ambitious or conflicting are a part of common practices of engineers. Such abilities in engineering practices are important to develop for all students from elementary school through college and graduate school. An important aspect of decision-making…
Descriptors: Middle School Students, Decision Making, Design, Student Projects
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Fujita, Goro; Rizqiawan, Arwindra – Online Submission, 2017
For an electrical engineer, training of power system configuration and operation is an essential problem. This paper proposes new training device which consists of separated circuit blocks (module). For example, induction generator, inverter, capacitor, measurement, are used. The trainee selects and assembles them to build a circuit then easy to…
Descriptors: Active Learning, Student Projects, Engineering Education, Power Technology
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Hagge, Julia – Technology, Knowledge and Learning, 2018
Full participation in the twenty-first century requires the skills, strategies, and dispositions necessary to adapt to changing technologies influencing all aspects of life. Online programming communities provide a space for youth to create, collaborate, and share as they engage in computational participation. A recent development in the digital…
Descriptors: Early Adolescents, Computer Science Education, Programming, Communities of Practice
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Talmi, Iris; Hazzan, Orit; Katz, Reuven – Higher Education Studies, 2018
The 21st century is characterized by new technological developments and a rapid pace of change, challenging the academy to educate students for a future employment market characterized by change and uncertainty. This market requires practitioners to develop a broad set of skills, so-called "21st-century skills," along with more focused…
Descriptors: Undergraduate Students, Student Motivation, Engineering Education, Student Projects
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Romero, Margarida; Arnab, Sylvester; De Smet, Cindy; Mohamad, Fitri; Minoi, Jacey-Lynn; Morini, L. – Electronic Journal of e-Learning, 2019
We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research,…
Descriptors: Foreign Countries, Game Based Learning, Design, Cooperative Learning
Barry, Katie L. – ProQuest LLC, 2017
Engineering is a relevant tool to solve current challenges in a variety of fields. There is a demand for engineers in the workforce and a method to solve that demand is to introduce students to engineering prior to college coursework. One of the ways that students can engage with engineering earlier is through engineering design projects. This…
Descriptors: High School Freshmen, Engineering, Design, Student Projects
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Tan, Michael; Lee, Shu-Shing; Ng, Zhi Ying – Learning: Research and Practice, 2017
While the Silicon Valley aphorism would encourage all involved in design to 'fail early so that one can succeed earlier', such a concept may be hard to translate to classroom instructional strategies, especially due to the negative connotations of failure in school settings. Failures in design serve a somewhat distinct purpose from failures in…
Descriptors: Social Influences, Student Attitudes, Failure, Design
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Donelan, Helen; Kear, Karen – International Review of Research in Open and Distributed Learning, 2018
Although collaboration skills are highly valued by employers, convincing students that collaborative learning activities are worthwhile, and ensuring that the experience is both useful and enjoyable, are significant challenges for educators. This paper addresses these challenges by exploring students' and tutors' experiences of a group project…
Descriptors: Foreign Countries, Cooperative Learning, Group Activities, Part Time Students
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Rojas, James – Journal of Applied Research on Children, 2013
Based on the dozens of interactive workshops that the author has facilitated with children, he has discovered that children are more knowledgeable about the natural and the built environment than typically accredited. Due to this discovery, he believes children should be part of the community engagement for planning projects, developments, and…
Descriptors: Children, Design, Urban Planning, Physical Environment
Dunham, Ken – Learning & Leading with Technology, 1995
Discusses how to teach students to design HyperCard stacks. Highlights include introducing HyperCard, developing storyboards, introducing design concepts and scripts, presenting stacks, evaluating storyboards, and continuing projects. A sidebar presents a HyperCard stack evaluation form. (AEF)
Descriptors: Computer Assisted Instruction, Design, Educational Technology, Evaluation Criteria
Makiya, Hind; Rogers, Margaret – 1992
This book contains case studies that demonstrate how design and technology activities can be incorporated in other areas of the curriculum in primary school, based on methods used in the British National Curriculum. The book is organized in eight chapters. The first chapter raises several issues, such as why design and technology have been…
Descriptors: British National Curriculum, Case Studies, Curriculum Design, Design