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Showing 1 to 15 of 20 results Save | Export
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Javiera Atenasa; Leo Havemannb; Chrissi Nerantzi – Research in Learning Technology, 2024
This paper offers guidance on employing open and creative methods for co- designing critical data and artificial intelligence (AI) literacy spaces and learning activities, rooted in the principles of Data Justice. Through innovative approaches, we aim to enhance participation in learning, research and policymaking, fostering a comprehensive…
Descriptors: Artificial Intelligence, Data, Literacy, Teaching Methods
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Martin, Katie; Catena, Manuel; Stephens, Simon – Irish Educational Studies, 2023
In this paper, we explore second-level students' understanding of the concept of creativity and the implications for their engagement in class-based assessments. We propose that creativity represents an important outcome of education, particularly at second level. We use a single case study, with data presented from a series of semi-structured…
Descriptors: Creativity, Secondary School Students, Student Attitudes, Case Studies
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White, P. J.; Kennedy, Con – Industry and Higher Education, 2022
Creative problem-solving has been identified as one of the most critical future-proof skillsets we can develop in our society. When educating future designers, entrepreneurship skills are now considered essential; however, designers find it difficult to establish themselves as entrepreneurs. Therefore, graduate designers are increasingly in need…
Descriptors: Creativity, Problem Solving, Entrepreneurship, Design
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Cosgrove, Thomas; O'Reilly, John – European Journal of Engineering Education, 2020
Engineering education is appropriately concerned with technical problem solving. However, the philosophical tradition has periodically asserted that technical rationality is but one mode of rationality. Informed by experience in both design practice and engineering education the authors agree with Donald Schön that professional artistry is an…
Descriptors: Epistemology, Engineering Education, Outcomes of Education, Creativity
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Eadaoin J. Slattery; Deirdre Butler; Michael O'Leary; Kevin Marshall – Irish Educational Studies, 2024
Minecraft Education is a popular digital game-based learning platform designed for use in educational settings. This study explores teachers' experiences of using Minecraft Education as an educational tool to foster the development of key competencies and skills in students. Semi-structured interviews with Irish primary school teachers (N = 11)…
Descriptors: Game Based Learning, Video Games, Technology Uses in Education, Teaching Experience
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Martins Gomes, Diogo; McCauley, Veronica – Science Education, 2021
Inquiry learning pedagogies have not only been proposed as a successful teaching methodology to draw students into science, they are also rich with possibilities for creativity. The particular focus on investigations and problem-solving provides opportunity for educators to embrace this. The primary curriculum explicitly values creativity in this…
Descriptors: Science Instruction, Inquiry, Problem Solving, Teaching Methods
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Ji, Tianjian; Bell, Adrian; Wu, Yue – European Journal of Engineering Education, 2021
Structural concepts are fundamentals of civil engineering for students to learn, for lecturers to teach and for engineers to use. Many students however find it difficult to understand structural concepts due to their abstract nature. "Seeing and Touching Structural Concepts" has been developed as an approach to help civil engineering…
Descriptors: Educational Philosophy, Engineering Education, Theory Practice Relationship, Web Sites
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Loftus, Mary; Madden, Michael G. – Teaching in Higher Education, 2020
How do we teach and learn with our students about data literacy, at the same time as Biesta (2015) calls for an emphasis on 'subjectification' i.e. 'the coming into presence of unique individual beings'? (Good Education in an Age of Measurement: Ethics, Politics, Democracy. Routledge) Our response to these challenges and the datafication of higher…
Descriptors: Teaching Methods, Data Analysis, Literacy, Learning Processes
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Buckley, Jeffrey; Seery, Niall – Design and Technology Education, 2018
Design activities form an extensive part of design and technology education with a link being posited within the pertinent literature between the cognitive activity of learning and the cognitive activity of design. It is therefore critical that design educators' understand the effects that design constraints can have on the learning process. This…
Descriptors: Design, Learning Processes, Student Reaction, Qualitative Research
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Byrne, Jake Rowan; O'Sullivan, Katriona; Sullivan, Kevin – IEEE Transactions on Education, 2017
This paper explores the use of a constructivist 21st-century learning model to implement a week-long workshop, delivered as a "hackathon," to encourage preuniversity teenagers to pursue careers in STEM, with a particular emphasis on computer science. For Irish preuniversity students, their experience of computing can vary from word…
Descriptors: Teaching Methods, Workshops, Models, Adolescents
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Flanagan, Eilis; Hall, Tony – English in Education, 2017
This article outlines the a educational design for Digital Ensemble, an innovative approach to English assessment integrating drama pedagogy with mobile computing (e.g. ad). a represents the key themes that framed and informed the research: ensemble, narrative, collaboration and technology. Starting with a as a prototype concept design for the…
Descriptors: English Instruction, Teaching Methods, Scoring Rubrics, Evaluation Criteria
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Glenn, Mairin – Educational Action Research, 2011
This article outlines how I, as a primary teacher engaging with a self-study action research process, have come to a deeper understanding of my practice. It explains how I have also come to an understanding of why I work in the way I do; of how this understanding influences my work, and the significance of this new understanding. My work as a…
Descriptors: Foreign Countries, Elementary School Teachers, Action Research, Creativity
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Leahy, Keelin; Gaughran, William; Seery, Niall – Design and Technology Education, 2009
Design is a discipline which involves many domains, skills and professions. Design practice in Technology education in the Irish second level (high school) context is not a representation of the professional realm of design. Design education in the Irish second level system is generally structured on a linear design process and associated…
Descriptors: Cognitive Style, Teaching Styles, Educational Technology, Design
Grenham, Thomas G., Ed.; Kieran, Patricia, Ed. – Peter Lang Oxford, 2012
Ireland is in the grip of a postmodern cultural deconstruction on many levels. The traditional "grand narratives" are increasingly viewed with suspicion and disenchantment as Ireland struggles to understand its evolving identity. There is a growing need for comprehensive interdisciplinary research that will facilitate teaching and…
Descriptors: Foreign Countries, Educational Change, Educational Trends, Futures (of Society)
Mark, Rob – Adult Learner: The Irish Journal of Adult and Community Education, 2008
The Literacy and Equality in Irish Society (LEIS) Project is an example of a project which used alternative non-text methodologies to help literacy and basic education learners explore and understand how inequalities in society have impacted on their lives. The project focused on inequalities, shifting the emphasis in literacy and basic skills…
Descriptors: Creativity, Foreign Countries, Adult Literacy, Teaching Methods
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