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Dissertations / Theses on the topic 'Design and technology education'

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1

Aakre, Bjørn Magne. "Technology and Design Education : From play to profession." 名古屋大学大学院教育発達科学研究科 技術・職業教育研究室, 2008. http://hdl.handle.net/2237/12142.

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Davies, Trevor. "Creativity : its contribution to design and technology education." Thesis, University of Reading, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269122.

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3

Millwood, Richard. "The design of learner-centred, technology-enhanced education." Thesis, University of Bolton, 2014. http://ubir.bolton.ac.uk/1304/.

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This dissertation presents a thesis in the form of three analyses to support creative decision making in the design of learner-centred, technology-enhanced education. The thesis was developed through use and improvement in practice over three decades. The dissertation also describes the action research methodological approach & methods employed and explores a framework based on concepts of design, learner, technology as a foundation for framing the thesis. Finally it evidences the claim for an original contribution to knowledge through an annotated selection from a portfolio of practice. The e
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Eustace, Natalie Margaret. "Biological Realistic Education Technology (BRET)." Thesis, University of Canterbury. HIT Lab NZ, 2014. http://hdl.handle.net/10092/9242.

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The aim of this project was to develop and evaluate an interactive Augmented Reality interface for teaching children aged 8 to 15 about biological systems present in the human body. The interface was de- signed as one component of a “human body scanner” exhibit, which is to be featured at the ScienceAlive! Science Centre. In the exhibit, the interface allows visualization and interaction with the body systems while being moved across a human male mannequin named BRET. Prior research has shown that Augmented Reality, Visualization applications, and games are viable methods to teach biology to u
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5

Sarhan, Ahmed. "The utilisation of games technology for environmental design education." Thesis, University of Nottingham, 2012. http://eprints.nottingham.ac.uk/12664/.

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In recent years, the architectural design process has witnessed a mounting demand for qualified practitioners who can resolve the highly complex social, cultural, technological, and economical issues associated with ‘Sustainability’. Designers are thus faced with wider pallet of challenges, developing conceptual designs that are sustainably effective. Pressure is mounting on educational institutions to prepare architects that are well accustomed to the environmental design concepts and parameters, aiming to reduce the impact on the environment and preserve valuable natural resources to bring t
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Haupt, Maria Margaretha Catharina (Grietjie). "A Kirkpatrick evaluation of computer-integrated learning support material for technology education." Diss., University of Pretoria, 2005. http://hdl.handle.net/2263/26648.

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The aim of this research is to establish which aspects influence students’ successful learning of design skills through contextually integrated learning support material for the design and technology education programme at the University of Pretoria. The purpose of the research is threefold: • The first aim is to investigate the extent to which the electronic tutorial, Design in Action (hereafter referred to as “the tutorial”) contributes to students’ (novice designers) design theory in a technological context i.e. to indicate whether the level of sophistication of the exemplary graphics and e
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Mettas, Alexandros C. "Design decision-making by children aged 12-15 within design and technology education." Thesis, Loughborough University, 2011. https://dspace.lboro.ac.uk/2134/9251.

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The thesis presents research regarding decision-making by children aged 12-15 within design and technology education. An in depth discussion of the factors that are affecting children‘s decision-making capabilities in design decision-making as found in the previous literature is presented. The literature provides information on children‘s and adults‘ decision-making processes, research from the area of cognitive development, the implementation of decision-making in educational contexts, the role of teachers and curriculum materials, and the role of knowledge, skills and values within design de
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Pavlova, Margarita, and James Pittis. "Technology Education in Russia : Socio-Cultural Limitations to Design-Approach." 名古屋大学教育学部技術職業教育学研究室, 2002. http://hdl.handle.net/2237/3007.

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Mor, Yishay. "A design approach to research in technology enhanced mathematics education." Thesis, University College London (University of London), 2010. http://discovery.ucl.ac.uk/10006478/.

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This thesis explores the prospect of a design science of technology enhanced mathematics education (TEME), on three levels: epistemological, methodological and pedagogical. Its primary domain is the identification of scientific tools for design research in TEME. The outputs of this enquiry are evaluated by a demonstrator study in the domain of secondary school mathematics. A review of existing literature establishes a need for a design perspective in TEME research, but at the same time suggests a need for a consensual epistemic infrastructure for the field: a shared set of rules, processes and
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Thorsteinsson, G., H. Denton, T. Page, and E. Yokoyama. "Innovation Education within the Technology Curriculum in Iceland." 名古屋大学大学院教育発達科学研究科 技術・職業教育学研究室, 2005. http://hdl.handle.net/2237/12014.

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11

Notess, Mark Harrington. "An assessment of contextual design and its applicability to the design of educational technologies." [Bloomington, Ind.] : Indiana University, 2008. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3319900.

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Thesis (Ph.D.)--Indiana University, School of Education, 2008.<br>Title from PDF t.p. (viewed on May 11, 2009). Source: Dissertation Abstracts International, Volume: 69-08, Section: A, page: 3120. Adviser: Thomas M. Duffy.
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Norström, Per. "Technology education and non-scientific technological knowledge." Licentiate thesis, KTH, Filosofi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-48237.

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This thesis consists of two essays and an introduction. The main theme is technological knowledge that is not based on the natural sciences.The first essay is about rules of thumb, which are simple instructions, used to guide actions toward a specific result, without need of advanced knowledge. Knowing adequate rules of thumb is a common form of technological knowledge. It differs both from science-based and intuitive (or tacit) technological knowledge, although it may have its origin in experience, scientific knowledge, trial and error, or a combination thereof. One of the major advantages of
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Ho, Chi-keung Christopher. "An evaluation of the design and technology curriculum for secondary I-III for curriculum reform." Click to view the E-thesis via HKUTO, 1992. http://sunzi.lib.hku.hk/HKUTO/record/B3862610X.

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Law, Pak-chuen Denny. "A study of the introduction of design and technology at advanced supplementary level in prevocational schools in Hong Kong." Click to view the E-thesis via HKUTO, 1992. http://sunzi.lib.hku.hk/HKUTO/record/B38626159.

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Leung, Kin-kan Kenneth. "An evaluation of the teaching of problem solving in design and technology." Hong Kong : University of Hong Kong, 1989. http://sunzi.lib.hku.hk/hkuto/record.jsp?B18531891.

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Lai, Kam Wing. "Information technology in education computer-based training courseware design & development." Thesis, University of Macau, 1999. http://umaclib3.umac.mo/record=b1447771.

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Patera, Marianne. "The potential of 3D visualisation technology in art and design education." Thesis, Glasgow School of Art, 2009. http://radar.gsa.ac.uk/4735/.

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This thesis investigates the potential of 3D visualisation technology for learning and teaching in Art and Design higher education. The aim of this research was not merely to employ the 3D technology but also to identify, design and evaluate an appropriate learning and teaching activity. Three empirical studies were conducted as part of this investigation on the topics of: Colour Theory Colour Experience Spatial Understanding The purpose of this study was to evaluate the effectiveness of the learning activity in its entirety, for learners, tutors and institutions. This research demonstrated th
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Langendoen, David, Pamela J. Mims, Brook Morrill, et al. "Developer-Researcher Collaborations: Developing and Evaluating Education Technology Learning Products." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etsu-works/184.

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During this session, three education game developers funded by the ED/IES Small Business Innovation Research (ED/IES SBIR) program to create commercially viable learning games will discuss why and how they have partnered with outside education researchers to build capacity for their project. The session will feature short video demonstrations of the education technology games that are being developed and brief presentations on the iterative research that are being conducted to inform refinements to the technology and the pilot studies that are being performed to evaluate the promise of the gam
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Adedokun, Abayomi Ayodeji. "Nigeria secondary school teachers' demographics, perception, and level of technology integration| A correlational study." Thesis, Keiser University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10253517.

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<p> Technology usage in educational setting has gained ground in African countries, especially in Nigeria. Although technology resources in education are financed by the Nigerian government, the teachers required to use and implement such technology are not always accepting of technology use. The purpose of this quantitative correlational research was to examine any if there was a relationship between teachers&rsquo; perceptions of technology integration, level of technology integration, teachers&rsquo; age, educational level, grade level taught, years of experience, and content areas taught.
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Kuo, Shih-Ping. "Graphic Design Students' Development of Adaptive Expertise in Ideation Strategies." Thesis, Purdue University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10843121.

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<p> This exploratory study uses the convergent design of mixed methods to integrate adaptive expertise theory to study how individual student participant from graphic design or non-graphic-design majors to solve a novel ideation problem in graphic design. Adaptive expertise includes six dimensions: metacognition, flexibility, dynamic knowledge, ability to welcome challenges, efficiency and deep understanding of the domain knowledge, and multiple perspectives. Those are desired qualities for a learner to stand out in the global market that are constantly changing with complex challenges. Thirty
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Roden, Cynthia Lillian. "Young children's collaborative problem solving in design and technology." Thesis, King's College London (University of London), 2000. https://kclpure.kcl.ac.uk/portal/en/theses/young-childrens-collaborative-problem-solving-in-design-and-technology(bdf1bf7d-7814-461c-9ac0-006289deac1a).html.

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Brown, Serena. "An Investigation of Faculty Perceptions about Mobile Learning in Higher Education." Thesis, Nova Southeastern University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=10817578.

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<p> An Investigation of Higher Education Faculty About Mobile Learning. Serena Brown, 2018; Applied Dissertation, Nova Southeastern University, Abraham S. Fischler College of Education. Keywords: mobile learning, mobile devices, technology integration, learning engagement, instructor perceptions, MLPS, UTAUT. </p><p> This applied dissertation was designed to investigate instructor perceptions about mobile learning among instructors in higher education. The study included the areas of influences of mobile technologies over the approaches of teaching and learning, use of mobile learning techno
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Davis, Robert Scott. "Investigation of design technology issues in the primary classroom." Thesis, Queensland University of Technology, 2005. https://eprints.qut.edu.au/16004/1/Robert_Davis_Thesis.pdf.

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Design technology is a poorly understood aspect of educational practice, particularly as it applies in the primary school classroom. In a number of countries around the world the implementation of design technology has met with difficulties as it applies to educational practice. In Australia, this curriculum area is a relatively recent addition to classroom programs of study, and it is crucial that a sound understanding of the subject and its specific characteristics is developed to assist in its effective implementation. In this research a case study of a single primary school classroo
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Davis, Robert Scott. "Investigation of design technology issues in the primary classroom." Queensland University of Technology, 2005. http://eprints.qut.edu.au/16004/.

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Design technology is a poorly understood aspect of educational practice, particularly as it applies in the primary school classroom. In a number of countries around the world the implementation of design technology has met with difficulties as it applies to educational practice. In Australia, this curriculum area is a relatively recent addition to classroom programs of study, and it is crucial that a sound understanding of the subject and its specific characteristics is developed to assist in its effective implementation. In this research a case study of a single primary school classroom wa
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25

Siu, Kin-wai Michael. "A study of pupil's rationale for the selection of topics in the project section of the HKCEE design and technology /." [Hong Kong : University of Hong Kong], 1994. http://sunzi.lib.hku.hk/hkuto/record.jsp?B13834149.

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Bell, Kevin R. "Online 3.0---The rise of the gamer educator the potential role of gamification in online education." Thesis, University of Pennsylvania, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3635727.

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<p> As online courses become more established, there has been a clear impetus to build interactivity, personalization, and real-time feedback into courses. Faculty and course designers have cast envious eyes at video and online games that engage and enthrall players for hours and some are experimenting with gamification&mdash;a blanket term that covers all manner of attempts to build student intrinsic motivation into online courses. In this study I analyze four cases of gamified online courses at accredited institutions of higher education. I've looked at game elements the course builders are
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Turns, Jennifer. "Supporting engineering education with information technology : the case of instructional design experiences." Diss., Georgia Institute of Technology, 1998. http://hdl.handle.net/1853/24942.

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Fung, Chi-kuen Eric. "A study on the dissemination strategies of the new AS-level Design and Technology in Hong Kong." Click to view the E-thesis via HKUTO, 1992. http://sunzi.lib.hku.hk/HKUTO/record/B38626287.

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29

Ozturk, Elif. "Online Distance Education: A New Approach To Industrial Design Education." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612241/index.pdf.

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Today, the impact of information technologies on education field is ever more clarified with the integration of new tools and methods to the education. Education has been becoming away from the traditional classroom environment through virtual environment. Besides education of theoretical disciplines, education of practice based disciplines, like design related disciplines are moving toward virtual environments. One of these is Industrial Design (ID) education which also has made the transition to the virtual world. This thesis aims to explore and scrutinize the latest forms of ID education,
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Woodbury, Patricia Powell. "Students with autism: A light/sound technology intervention." W&M ScholarWorks, 1996. https://scholarworks.wm.edu/etd/1539618724.

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The purpose of the study was to investigate the effectiveness of light/sound technology to promote sensory integration which facilitates the learning capacity of children with autism by reducing their high state of arousal, increasing time on task and decreasing acting-out behaviors. This research extended the work of A. Jean Ayres and Lorna King who theorized that the autistic individual's brain does not register, modulate or integrate sensations that most people notice; auditory and visual inputs are ignored more than other types of sensory stimuli. This study utilized light/sound technology
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Rogers, Geoffrey Arnell. "A Case Study of Design and Technology in the Early Years of Schooling." Thesis, Curtin University, 1997. http://hdl.handle.net/20.500.11937/238.

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Design, make and appraise (DMA) activities form a major component of the relatively new primary curriculum area of technology education. This case study is a descriptive and interpretative account of one teacher's attempt at implementing a DMA program in a class of children in their first year of formal schooling. The study seeks to discover and explore some of the factors and structural and organisational issues that arise during the implementation of a DMA program. The research aims to expand the knowledge base of the DMA strand of technology education as the teacher attempted to grapple wit
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Chan, Man-lok. "A study of the relationships between teachers' perceptions of the official curriculum documents and the implementation of the S.1-3 D&T curriculum through project work." Click to view the E-thesis via HKUTO, 1992. http://sunzi.lib.hku.hk/HKUTO/record/B38627346.

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Lomerson, William L. (William Lough). "Information Technology Needs of Professional Education Faculty with the Implications for the Design of Information Technology Systems." Thesis, University of North Texas, 1992. https://digital.library.unt.edu/ark:/67531/metadc332783/.

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This study identified determinants existing within the academic environment of professional education faculty that influence the development and implementation of an information technology system to support their professional endeavors. Such a system would encourage these faculty to integrate technology into their curriculum and, consequently, produce teacher graduates who could employ information technology effectively in teaching. This study used a field survey research design with a mailed questionnaire. Both institutional and personal demographic factors were examined. The population exhib
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Lim, Hedy. "Discovering expert instructional designers' heuristics for creating scenario-based workplace instruction." Thesis, Capella University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10103202.

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<p> Scenario-based instructional design is ideal for workplace training, as it promotes practical and performance-based learning through the use of realistic situations. The research problem is a need for well-defined heuristics, what Gibbons (2014) called operational principles and what York and Ertmer (2011) called rules of thumb, being basic guidelines that promote and characterize expertise, in the area of scenario-based online instruction. The purpose of this Delphi study was to gather expert feedback on ideas in the form of a set of best practices for scenario-based online instructional
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Trebell, Donna. "A study of designerly activity in secondary design and technology." Thesis, University of Greenwich, 2008. http://gala.gre.ac.uk/6089/.

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The purpose of the study reported here was to research designerly activity in secondary design and technology as pupils aged 14 designed but did not make products for the future. Four research questions drove this study: (a) What are the features of the classroom interactions that support pupil's design activity? (b) What sort of designing do pupils do when they design without having to make what they have designed? (c) What is the teachers' attitude to design-without-make? (d) What is the pupils' attitude to design-without-make? This study is presented in four parts. The first part provides a
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Coultman, Jacinth. "Motivating Higher Education Faculty for Technology Integration: A Private College's Approach." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/490.

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Some faculty in higher education are not embracing technology in their face-to-face classes. The purpose of this qualitative case study was to identify and describe faculty members' techniques for improving the technological integration within the curriculum at an urban college. This study investigated the incorporation of professional development activities within the college structure to determine if these mandated requirements resulted in enhanced technology use. Interview and observation data on technology integration practices were collected from 15 faculty members who taught within 5 dep
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Farber, Susan. "The Effect of Guided Self-Reflection on Teachers' Technology Use." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1289842357.

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38

Yee, Susan 1966. "Building communities for design education : using telecommunication technology for remote collaborative learning." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/8749.

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Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Architecture, 2001.<br>Includes bibliographical references (p. 277-280).<br>The design studio, as both a learning environment and a social place, is one of the major components of architectural education. Traditionally, the studio has been considered a place for individual design work and one-on-one mentoring between an instructor and a student. With the integration of new information and telecommunication technologies, the nature of the design studio and the learning processes within it are being altered. This new landscape of th
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Ehiyazaryan, Ester. "Interactive media for enhancing learning and creativity in design and technology education." Thesis, Sheffield Hallam University, 2007. http://shura.shu.ac.uk/3204/.

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This thesis is an exploration of the potential of interactive media to enhance learning and creativity in Design and Technology education. The work focuses on A level which is a stage at which autonomous learning becomes a significant part of the subject's pedagogy. This research is interdisciplinary in nature, bringing together the areas of D&T education and interactive media for learning. The gap in knowledge which it targets is the development of interactive learning resources aimed specifically at the creative development of the learner. This is an area which has been given limited attenti
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Ruppert-Stroescu, Mary. "Technology and Creativity| Fashion Design in the 21 st Century." Thesis, University of Missouri - Columbia, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13877166.

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Yip, Jason C. "The evolution of science ownership in learners engaged in design and technology usage." Thesis, University of Maryland, College Park, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3627600.

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<p> In my dissertation, I set out to explore the following research question on bridging: <i>How does ownership evolve as learners engage in a guided inquiry-based science learning environment focused on design and technology usage?</i> My dissertation explores a case study of four learners involved in an afterschool program called Kitchen Chemistry (KC). KC is a nonformal learning environment in which learners engage in scientific practices within the context of cooking. Learners engage in inquiry practices through the development of their own scientific food investigations. In my study I exa
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Peterson, Bruce Jeffrey. "An instructional design model for heuristics." [Bloomington, Ind.] : Indiana University, 2007. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3297107.

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Thesis (Ph.D.)--Indiana University, School of Education, 2007.<br>Title from dissertation home page (viewed Sept. 26, 2008). Source: Dissertation Abstracts International, Volume: 69-02, Section: A, page: 0493. Adviser: Charles M. Reigeluth.
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Bese, Terry Lane. "Effective online lectures| Improving practice through design and pedagogy." Thesis, Pepperdine University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10027826.

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<p> The purpose of this research project was to improve the practice of using online lectures at a small private university. Using action research methodology, the researcher worked with a group of five university instructors to refine the use of online lectures through design and pedagogical practice. Beginning with a template or guide based on the literature, the instructors developed online lectures connected with a student activity. Following the principles of the TPACK framework, instructors were urged to develop student activities that worked best for their specific content as well as th
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Coffman, Vonda G. "The perceived technology proficiency of students in a teacher education program." Thesis, Kent State University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3617732.

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<p> The purpose of this study is to determine the perceived technology capabilities of different levels of undergraduate students of Kent State University in the College of Education, Health, and Human Services teacher education programs; to determine if the perceived technology capabilities of students beginning the teacher education program differ from those nearing completion of the program; and, if the perceived technology capabilities of students change from the start to the end of the Educational Technology course. Examining student perceptions may provide insight on whether preservice
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Zhu, Junren 1965. "The design of asynchronous learning environment /." Thesis, McGill University, 2001. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=31565.

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Asynchronous Learning Environment (ALE) has the capability of providing learning to people anywhere and at any time for both to secure degree and to engage in continuing education throughout their lifetimes. The advance of communications and information technology will make students choose to purchase and enroll in open market, widely available networked courses regardless of institutional affiliation.<br>Research results have found that success factors for asynchronous learning include whether students felt part of the online learning group, immediate feedback from instructors, automatic self
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Watson, William R. "Formative research on an instructional design theory for educational video games." [Bloomington, Ind.] : Indiana University, 2007. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3278250.

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Thesis (Ph.D.)--Indiana University, School of Education, 2007.<br>Source: Dissertation Abstracts International, Volume: 68-09, Section: A, page: 3816. Adviser: Charles M. Reigeluth. Title from dissertation home page (viewed May 8, 2008).
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Botes, Herman. "Exploring critical citizenship and globalization discourse to conscientize industry expectations of design education at Universities of Technology." Thesis, Stellenbosch : Stellenbosch University, 2015. http://hdl.handle.net/10019.1/96830.

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Thesis (MA)--Stellenbosch University, 2015.<br>ENGLISH ABSTRACT: Design educators are expected to demonstrate a high level of confidence in the industry for which they are preparing students. When I reflected upon my own design industry and higher education experience while engaging with critical citizenship and globalization discourse, my confidence in and perceived authority of the design industry became challenged. I came to the realization that it could be useful to view the demands from the neoliberal design industry on design education through the lenses of critical citizenship an
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Richburg, Jason E. "Online Learning as a Tool for Enhancing Design Education." Kent State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=kent1368532104.

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Castillo, Keith Anthony. "Relational database for the Master of Arts in Education Instructional Technology Program." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2189.

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This project was created to develop a database for students and teachers to allow accurate, efficient and reliable tracking of student's academic information. The database was designed specifically for faculty and students within the Master of Arts in Education, Instructional Technology Program at California State University, San Bernardino.
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Lundy, Sarah Elizabeth. "Leveraging Digital Technology in Social Studies Education." PDXScholar, 2014. http://pdxscholar.library.pdx.edu/open_access_etds/1743.

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Today's K-12 classrooms are increasingly comprised of students who accomplish much of their informal learning through digital media and technology. In response, a growing number of educators are considering how they might draw upon these informal learning experiences to support student engagement and learning in the classroom through technology. The purpose of this study is for social studies educators, school administrators, teacher educators and curriculum developers to understand more about the potentials and limitations of integrating technology such as a digital text. This research focuse
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