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de Freitas, Elizabeth; Rousell, David; Jäger, Nils – Research in Education, 2020
This paper undertakes an analysis of the "smart school" as a building that both senses and manages bodies through sensory data. The authors argue that smart schools produce a situation of ubiquitous sensation in which learning environments are continuously sensed, regulated, and controlled through complex sensory ecosystems and data…
Descriptors: Information Technology, Ethics, Political Issues, Sensory Aids
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Kiernan, Louise; Ledwith, Ann; Lynch, Ray – International Journal of Technology and Design Education, 2020
Design education has moved towards a collaborative practice where designers work in teams and with other disciplines to solve unstructured problems. Along with the cognitive skills involved in the execution of the design process, designers also need skills to work in teams, share information, negotiate common ground and reach consensus.…
Descriptors: Expertise, Novices, Interdisciplinary Approach, Design
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Hendry, Graham D.; Tomitsch, Martin – International Journal of Technology and Design Education, 2014
In higher education effective teaching includes making learning goals and standards clear to students. In architecture and design education in particular, goals and standards around assessment are often not well articulated. There is good evidence that when teachers engage students before an assessment in marking exemplars, and explain why the…
Descriptors: Higher Education, Teaching Methods, Design, Creativity
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Wut, Tai Ming; Lee, Stephanie W. – Interactive Technology and Smart Education, 2022
Purpose: The purpose of this paper is to investigate factors affecting university students' participation in discussion forum of electronic learning platforms of teacher--student interaction. Design/methodology/approach: One-stage cluster sampling was used and a cross-sectional survey of 113 university students from four courses was done.…
Descriptors: Influences, Student Behavior, Online Courses, Discussion Groups
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Ramberg, Robert; Artman, Henrik; Karlgren, Klas – Designs for Learning, 2013
Learning by practice, apprenticeship and paradigmatic examples have been prime paths for learning within interaction design. These have been criticized for being time-consuming and costly, of not being implementable in academic contexts. In this article we suggest and evaluate a pedagogical model to address these problems in design teaching and…
Descriptors: Teaching Methods, Design, Interaction, Student Projects
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Aflatoony, Leila; Wakkary, Ron; Neustaedter, Carman – International Journal of Art & Design Education, 2018
Design thinking is a collaborative problem solving and human-centric approach that fosters innovation by elevating participants' creative thinking abilities. Design thinking techniques and practices have been implemented into different curricula in secondary and post-secondary education to address the need for new skills to be learned for the…
Descriptors: Secondary School Students, Design, Cooperative Learning, Problem Solving
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Desai, Shital; Stahl, Ingrid; Chamorro-Koc, Marianella – Design and Technology Education, 2021
The COVID pandemic forced universities worldwide to shift to remote and online formats of teaching delivery. In design education, this shift has impacted Experiential Education (EE) pedagogical approach to studio teaching, an approach that gives students an opportunity to apply theory to a concrete experience in a reflective manner and provides…
Descriptors: Interdisciplinary Approach, Experiential Learning, COVID-19, Pandemics
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Palatnik, Alik; Abrahamson, Dor – Educational Studies in Mathematics, 2018
This article concerns the purpose, function, and mechanisms of students' rhythmic behaviors as they solve embodied-interaction problems, specifically problems that require assimilating quantitative information structures embedded into the environment. Analyzing multimodal data of one student tackling a bimanual interaction design for proportion,…
Descriptors: Mathematics Instruction, Arithmetic, Problem Solving, Motor Development
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Asher, Dan; Popper, Micha – Learning Organization, 2021
Purpose: The notion of tacit knowledge is mostly discussed with regard to experts' knowledge (Sternberg et al., 1995). It is less discussed in the context of interpersonal interactions, which are very common in organizations and in certain occupations (e.g. negotiations and therapy). The limited reference to this aspect is due to the lack of…
Descriptors: Knowledge Management, Interpersonal Relationship, Professional Personnel, Interaction
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Gunn, Wendy; Løgstrup, Louise B. – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2014
Within the design studio, and across multiple field sites, the authors compare involvement of research tools and materials during collaborative processes of designing. Their aim is to trace temporal dimensions (shifts/ movements) of where and when learning takes place along different sites of practice. They do so by combining participant…
Descriptors: Participant Observation, Anthropology, Engineering, Design
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Snow, Stephen; Wilde, Adriana; Denny, Paul; schraefel, m. c. – British Journal of Educational Technology, 2019
Peer-learning that engages students in multiple choice question (MCQ) formulation promotes higher task engagement and deeper learning than simply answering MCQ's in summative assessment. Yet presently, the literature detailing deployments of student-authored MCQ software is biased towards accounts from Science, Technology, Engineering, Maths and…
Descriptors: Student Developed Materials, Multiple Choice Tests, Computer Software, Cooperative Learning
Abraham, Sunil George – ProQuest LLC, 2011
This study reports findings from a controlled experiment evaluating the benefits of structuring design advice as patterns. Over the years, the pattern concept from architecture has become a native within the HCI community and its related discussions on sharing design knowledge. It is argued that the context-rich, and tangible, nature of patterns…
Descriptors: Interaction, Design, Communication (Thought Transfer), Computer Science
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Fernaeus, Ylva; Lundström, Anders – Design and Technology Education, 2015
This paper elaborates on how design judgement can be practiced in design education, as explored in several iterations of an advanced course in interaction design. The students were probed to address four separate design tasks based on distinct high-level intentions, i.e. to 1) take societal responsibility, 2) to generate profit, 3) to explore a…
Descriptors: Design, Intention, Teaching Methods, Advanced Courses
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Weiss, Meredith – EDUCAUSE Quarterly, 2008
Interaction design is a user-centered approach to development in which users and their goals are the driving force behind a project's design. Interaction design principles are fundamental to the design and implementation of effective websites, but they are not sufficient. This article argues that, to reach its full potential, a website should also…
Descriptors: Computer Software, Marketing, Interaction, Web Sites
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Rosar, Michaela; Weidlich, Joshua – Research and Practice in Technology Enhanced Learning, 2022
Creativity is an increasingly recognized construct in technology-enhanced learning. However, our understanding of how creativity interacts with the design of online learning environments to affect learning experiences is still limited. For example, do creative students benefit from different learning environment designs than those benefitting…
Descriptors: Online Courses, Creativity, Independent Study, Personality Traits
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