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1. Visual Design Principles: An Empirical Study of Design Lore (EJ990879)

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Author(s):

Kimball, Miles A.

Source:

Journal of Technical Writing and Communication, v43 n1 p3-41 2013

Pub Date:

2013-00-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
DesignDesign RequirementsLayout (Publications)Literature ReviewsArt EducationDiscourse AnalysisPretests PosttestsSurveysVisual ArtsDesign Preferences

Abstract:
Many books, designers, and design educators talk about visual design principles such as balance, contrast, and alignment, but with little consistency. This study uses empirical methods to explore the lore surrounding design principles. The study took the form of two stages: a quantitative literature review to determine what design principles are mentioned most often in discourse on design, and a Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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2. Problem-Based Learning: A Learning Environment for Enhancing Learning Transfer (EJ996457)

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Author(s):

Hung, Woei

Source:

New Directions for Adult and Continuing Education, n137 p27-38 Spr 2013

Pub Date:

2013-00-00

Pub Type(s):

Journal Articles; Reports - Descriptive

Peer Reviewed:

Yes

Descriptors:
Transfer of TrainingProblem Based LearningAdult EducationCognitive ProcessesBarriersInstructional DesignDesign Requirements

Abstract:
Knowledge application and transfer is one of the ultimate learning goals in education. For adult learners, these abilities are not only beneficial but also critical. The ability to apply knowledge learned from school is only a basic requirement in workplaces. In this ever-changing world, the ability to near and far transfer knowledge is the skill that keeps an individual competitive and indispens Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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3. Designing Peace and Conflict Exercises: Level of Analysis, Scenario, and Role Specification (EJ996789)

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Author(s):

Bartels, ElizabethMcCown, MargaretWilkie, Timothy

Source:

Simulation & Gaming, v44 n1 p36-50 Feb 2013

Pub Date:

2013-02-00

Pub Type(s):

Journal Articles; Reports - Evaluative

Peer Reviewed:

Yes

Descriptors:
Social SciencesConflictRole TheoryVignettesGame TheoryControversial Issues (Course Content)Design RequirementsEducational GamesMaterial DevelopmentChange StrategiesSimulationPeaceLearning ActivitiesCreative Activities

Abstract:
Attentiveness to and transparency about the methodological implications of the level of analysis selected for peace and conflict exercises constitute essential elements of good game design. The article explores the impact of level of analysis choices in the context of two key portions of exercises, scenario construction and role specification. It weighs the consequences of these choices in terms Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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4. Studying the Effectiveness of Conceptual Design in Secondary Design and Technology in England (EJ998179)

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Author(s):

Trebell, Donna

Source:

International Journal of Technology and Design Education, v23 n1 p23-50 Feb 2013

Pub Date:

2013-02-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
StudentsForeign CountriesTechnology EducationDesignPilot ProjectsDesign RequirementsTechnologyDesign Crafts

Abstract:
The purpose of the study reported here was to investigate the effectiveness of a conceptual design unit as part of the Design and Technology curriculum for 14 years old pupils in England. One research question drove this study: What sort of designing do pupils do when they design without having to make what they have designed? Data consisted of the design ideas of a whole class developed during 6 Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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5. What Is "Real-World" ID Anyway? (EJ998564)

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Author(s):

Hardre, Patricia L.

Source:

TechTrends: Linking Research and Practice to Improve Learning, v57 n1 p31-37 Jan 2013

Pub Date:

2013-01-00

Pub Type(s):

Journal Articles; Reports - Evaluative

Peer Reviewed:

Yes

Descriptors:
Instructional DesignDefinitionsMisconceptionsTheory Practice RelationshipDesign RequirementsEducational PrinciplesEducational PracticesRelevance (Education)

Abstract:
The term "real-world ID" is commonly heard at professional conferences, but its meaning is assumed rather than defined. Unless we examine the meanings and implications of rhetoric of the field, we risk error in presenting ourselves, and we risk derailing the progress of our profession. This article examines the term "real world" as applied to instructional design, from published articles to anecd Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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6. The Electric Power Exhibit Challenge (EJ995773)

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Author(s):

Roman, Harry T.

Source:

Technology and Engineering Teacher, v72 n2 p22-24 Oct 2012

Pub Date:

2012-10-00

Pub Type(s):

Journal Articles; Reports - Descriptive

Peer Reviewed:

Yes

Descriptors:
ExhibitsEnergyProduction TechniquesStory TellingVisual AidsDesign RequirementsSTEM EducationStudent ProjectsUtilities

Abstract:
A design challenge is all about planning first and understanding the problem before diving in and looking frantically for a solution. Any experienced engineer or designer will tell one to think first and plan the steps before acting. An experienced carpenter friend of the author always said to "take many measurements and cut once." There is great virtue in patience. Thomas Edison was noted for hi Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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7. Low-Cost Undergraduate Control Systems Experiments Using Microcontroller-Based Control of a DC Motor (EJ995699)

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Author(s):

Gunasekaran, M.Potluri, R.

Source:

IEEE Transactions on Education, v55 n4 p508-516 Nov 2012

Pub Date:

2012-11-00

Pub Type(s):

Journal Articles; Reports - Descriptive

Peer Reviewed:

Yes

Descriptors:
Systems ApproachScience ActivitiesEducational ExperimentsScience ExperimentsLearning ModulesCost EffectivenessMan Machine SystemsDesign RequirementsUndergraduate StudentsUndergraduate StudyScience Course Improvement ProjectsBehavioral ObjectivesEducational ObjectivesEducational ResourcesProgram DescriptionsLaboratory Experiments

Abstract:
This paper presents low-cost experiments for a control systems laboratory module that is worth one and a third credits. The experiments are organized around the microcontroller-based control of a permanent magnet dc motor. The experimental setups were built in-house. Except for the operating system, the software used is primarily freeware or free for academic use. The objective of this module is Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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8. A Design Model: The Autism Spectrum Disorder Classroom Design Kit (EJ988357)

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Author(s):

McAllister, KeithMaguire, Barry

Source:

British Journal of Special Education, v39 n4 p201-208 Dec 2012

Pub Date:

2012-12-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
Design RequirementsArchitectureAutismPhysical EnvironmentForeign CountriesClassroom DesignExpertiseStudent NeedsPervasive Developmental DisordersClassroom EnvironmentGuidesSpace UtilizationSpecial Needs StudentsElementary SchoolsEducational Technology

Abstract:
Architects and designers have a responsibility to provide an inclusive built environment. However, for those with a diagnosis of autism spectrum disorder (ASD), the built environment can be a frightening and confusing place, difficult to negotiate and tolerate. The challenge of integrating more fully into society is denied by an alienating built environment. For ASD pupils in a poorly designed sc Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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9. Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study (EJ987836)

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Author(s):

Bedwell, Wendy L.Pavlas, DavinHeyne, KyleLazzara, Elizabeth H.Salas, Eduardo

Source:

Simulation & Gaming, v43 n6 p729-760 Dec 2012

Pub Date:

2012-12-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
TaxonomyComparative AnalysisVideo GamesComputer GamesComputer SimulationComputer Assisted InstructionEducational TechnologyInstructional DesignInternetOnline SurveysQuestionnairesDesign RequirementsClassificationTraining MethodsExpertiseEvaluation CriteriaDefinitionsLiterature ReviewsEvaluation MethodsFederal AidAdultsEducational GamesInstructional MaterialsInstructional EffectivenessAdolescents

Abstract:
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly constitutes a game, scientific inquiry will continue to rev Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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10. Architectures for Developing Multiuser, Immersive Learning Scenarios (EJ987833)

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Author(s):

Nadolski, Rob J.Hummel, Hans G. K.Slootmaker, Aadvan der Vegt, Wim

Source:

Simulation & Gaming, v43 n6 p825-852 Dec 2012

Pub Date:

2012-12-00

Pub Type(s):

Journal Articles; Reports - Research

Peer Reviewed:

Yes

Descriptors:
Foreign CountriesEducational GamesSimulationVideo GamesComputer GamesComputer SimulationComputer Assisted InstructionEducational TechnologyInstructional DesignThinking SkillsLifelong LearningExpertiseLiterature ReviewsSelection CriteriaDesign RequirementsOpen UniversitiesInstructional MaterialsComputer System DesignComputer SoftwareMaterial DevelopmentGuidelinesData Analysis

Abstract:
Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often inadequately tuned for learning. First, this study aim Note:The following two links are not-applicable for text-based browsers or screen-reading software. Show Full Abstract

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