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Journal articles on the topic 'Design and technology education'

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1

Abhyankar, Kushal, and Subhashini Ganapathy. "Technology-Enhanced Learning Analytics System Design for Engineering Education." International Journal of Information and Education Technology 4, no. 4 (2014): 345–50. http://dx.doi.org/10.7763/ijiet.2014.v4.427.

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2

王, 爱莉. "College Art Education—Exploration and Prospect of “Art and Technology” Major." Design 04, no. 01 (2019): 5–8. http://dx.doi.org/10.12677/design.2019.41002.

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3

Chao Yang, Chao Yang. "Online Art Design Education System Based On 3D Virtual Simulation Technology." 網際網路技術學刊 22, no. 6 (2021): 1419–28. http://dx.doi.org/10.53106/160792642021112206018.

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4

Page, Thomas, and Gisli Thorsteinsson. "Technology Enhanced Learning In Design And Technology Education." i-manager's Journal of Educational Technology 4, no. 2 (2007): 23–35. http://dx.doi.org/10.26634/jet.4.2.611.

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5

Gray, James R. "Curriculum Design Considerations for Technology Education." Bulletin of Science, Technology & Society 9, no. 1 (1989): 33–45. http://dx.doi.org/10.1177/027046768900900105.

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6

FUKUDA, Shuichi. "Management of Technology and Design Education." Proceedings of Design & Systems Conference 2003.13 (2003): 448–49. http://dx.doi.org/10.1299/jsmedsd.2003.13.448.

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7

Yasvin, Witold A. "TECHNOLOGY OF ENVIRONMENTAL DESIGN IN EDUCATION." Social and Political Researches 6, no. 1 (2020): 74–93. http://dx.doi.org/10.20323/2658-428x-2020-1-6-74-93.

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8

Gray, James R. "Curriculum Design Considertions for Technology Education." Bulletin of Science, Technology & Society 7, no. 3-4 (1987): 798–99. http://dx.doi.org/10.1177/027046768700700361.

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9

Gray, James R. "Curriculum Design Considertions for Technology Education." Bulletin of Science, Technology & Society 7, no. 5-6 (1987): 798–99. http://dx.doi.org/10.1177/0270467687007005-638.

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10

Romanov, Eugene, and Tatiana Romanenko. "Algorithm visualizers design technology." Transaction of Scientific Papers of the Novosibirsk State Technical University, no. 4 (December 18, 2020): 59–70. http://dx.doi.org/10.17212/2307-6879-2020-4-59-70.

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11

Pratt, David. "Curriculum design as humanistic technology." Journal of Curriculum Studies 19, no. 2 (1987): 149–62. http://dx.doi.org/10.1080/0022027870190204.

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12

Karahan, Engin, Sedef CANBAZOĞLU Bilici, and Aycin Ünal. "Integration of Media Design Processes in Science, Technology, Engineering, and Mathematics (STEM) Education." Eurasian Journal of Educational Research 15, no. 60 (2015): 221–40. http://dx.doi.org/10.14689/ejer.2015.60.15.

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13

Pritchard, Alan, and Elizabeth A. Robertson. "Integrating design and technology with physical education." Education 3-13 24, no. 2 (1996): 45–49. http://dx.doi.org/10.1080/03004279685200191.

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14

Edyburn, Dave L. "Instructional Design Advances in Special Education Technology." Exceptionality 17, no. 2 (2009): 63–65. http://dx.doi.org/10.1080/09362830902805699.

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15

Custer, Rodney L. "Design and Problem Solving in Technology Education." NASSP Bulletin 83, no. 608 (1999): 24–33. http://dx.doi.org/10.1177/019263659908360803.

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Do technological design and problem-solving activities appeal to all students? Must everyone possess the skills of designers, engineers, and technicians? The answer to these questions is clearly “no.” But it is clear that technological literacy is becoming an important part of preparation for Living in a technological world. What's more, design and problem-solving activities provide a useful mechanism for engaging student interest, integrating learning, and developing basic habits of mind.
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16

Davison, Peter, and Edwin Gaster. "Craft, Design and Technology in Special Education." British Journal of Special Education 12, no. 3 (2007): 103–4. http://dx.doi.org/10.1111/j.1467-8578.1985.tb00620.x.

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17

Velleman, Paul F. "Design principles for technology-based statistics education." Metrika 51, no. 1 (2000): 91–104. http://dx.doi.org/10.1007/pl00003977.

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18

Rodbard, Phillip. "Design & Technology: New Directions." British Journal of Special Education 16, no. 3 (2007): 99–102. http://dx.doi.org/10.1111/j.1467-8578.1989.tb00795.x.

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19

NAKANISHI, Yasumasa, and Hidetoshi TAKENO. "Structural design material using computer simulation technology in technology education." Proceedings of Mechanical Engineering Congress, Japan 2011 (2011): _S201043–1—_S201043–4. http://dx.doi.org/10.1299/jsmemecj.2011._s201043-1.

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20

Cha Sung Woon, 김민수, Kyung soo Lee, Dae Eun Kim, and Lee Soo Hong. "Engineering Design Education based on Three Essential Design Technology Factors." Journal of Engineering Education Research 10, no. 4 (2007): 5–16. http://dx.doi.org/10.18108/jeer.2007.10.4.5.

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21

A., Twyford. "Progression in primary design and technology." Teacher Development 4, no. 2 (2000): 305–13. http://dx.doi.org/10.1080/13664530000200289.

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22

Pirolli, Peter, and Daniel M. Russell. "The Instructional Design Environment: technology to support design problem solving." Instructional Science 19, no. 2 (1990): 121–44. http://dx.doi.org/10.1007/bf00120699.

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23

Pischetola, Magda. "Technology education in academic bildung." Learning Tech, no. 10 (December 16, 2021): 47–75. http://dx.doi.org/10.7146/lt.v6i10.125259.

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Recent studies have acknowledged the pedagogical challenges posed by digital technologies in higher education (HE) and the need to expand teacher professional development. In this paper, we present the first conceptualization of Teknosofikum, a three-year project funded by the Danish Ministry of Higher Education and Science, aimed at promoting HE teachers’ professional development in technology education. The goal of the project is to develop an interdisciplinary course for in-service HE teachers in Denmark, through design-based research in three iterations (2020-2023). The paper draws on data
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24

KUBO, Takeshi, and Shigeo MATSUMOTO. "Engineering Design Education at Kanazawa Institute of Technology." Journal of JSEE 46, no. 2 (1998): 14–19. http://dx.doi.org/10.4307/jsee.46.2_14.

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25

M.T.O., Amanullah, Jaideep Chandran, and Alex Stojcevski. "Technology Adoption in Engineering Design for Distance Education." International Journal of Quality Assurance in Engineering and Technology Education 3, no. 2 (2014): 54–64. http://dx.doi.org/10.4018/ijqaete.2014040105.

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Technology plays a critical role in delivering modern education to the next generation. Proper and effective use of technology is extremely important especially for distance education. Students who enrol in distance mode have a number of limitations as most of them work full time along with the commitments to the family. Distance education in engineering has its own unique set of challenges; it has to ensure the learning outcomes are met through the content, delivery style and assessment strategies. It also has to ensure the distance students are provided a learning experience at par with on c
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26

Oh, Jae-Eun, and Francesco Zurlo. "The Role of Technology in Reforming Design Education." Cubic Journal, no. 4 (November 1, 2021): 4–15. http://dx.doi.org/10.31182/cubic.2021.4.033.

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Design education has significantly changed since the 1950s. The era depended widely on normative models such as those proposed by Benjamin Bloom (Bloom et al. 1956) and his collaborators, which resulted in the formulation of Bloom's Taxonomy. Comprising six interchangeable layers (knowledge, comprehension, application, analysis, synthesis, and evaluation) of higher and lower thinking, Bloom's taxonomy sets in place an archetypal model for education that thrives on object-driven goals. Here, pedagogical interchange and the object-driven and organised structure of education can adapt to each lay
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27

TOM, PAGE. "NOTIONS OF ETHICS IN TECHNOLOGY and DESIGN EDUCATION." i-manager’s Journal on Management 12, no. 2 (2017): 1. http://dx.doi.org/10.26634/jmgt.12.2.13718.

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28

TOM, PAGE, and THORSTEINSSON GISLI. "DESIGN AND TECHNOLOGY EDUCATION FOR 2020 AND BEYOND." i-manager's Journal on School Educational Technology 14, no. 1 (2018): 1. http://dx.doi.org/10.26634/jsch.14.1.14719.

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29

Siu, Michael. "Improving Design & Technology Education in Hong Kong." Journal of Art & Design Education 18, no. 3 (1999): 345–50. http://dx.doi.org/10.1111/1468-5949.00192.

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30

Poon Teng Fatt, James, and Ng Teng Joo. "Learning styles: implications for design and technology education." Management Research News 24, no. 5 (2001): 24–37. http://dx.doi.org/10.1108/01409170110782414.

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31

Middleton, Howard. "Creative Thinking, Values and Design and Technology Education." International Journal of Technology and Design Education 15, no. 1 (2005): 61–71. http://dx.doi.org/10.1007/s10798-004-6199-y.

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32

KISHINAMI, Takeshi. "Engineering Design Education in National College of Technology." Journal of the Japan Society for Precision Engineering 78, no. 4 (2012): 271–75. http://dx.doi.org/10.2493/jjspe.78.271.

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33

Caleb, Linda. "Design Technology: Learning How Girls Learn Best." Equity & Excellence in Education 33, no. 1 (2000): 22–25. http://dx.doi.org/10.1080/1066568000330105.

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34

Mubin, Omar, Mauricio Novoa, and Abdullah Al Mahmud. "Infusing technology driven design thinking in industrial design education: a case study." Interactive Technology and Smart Education 14, no. 3 (2017): 216–29. http://dx.doi.org/10.1108/itse-01-2017-0008.

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Purpose This paper narrates a case study on design thinking-based education work in an industrial design honours program. Student projects were developed in a multi-disciplinary setting across a Computing and Engineering faculty that allowed promoting technologically and user-driven innovation strategies. Design/methodology/approach A renewed culture and environment for industrial design (ID) students emphasised seeking functionality and fidelity, user and society value over beauty and form factors alone. The pedagogical approach sought to determine the new industrial products reality with an
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35

Magnussen, Rikke. "Game-Like Technology Innovation Education." International Journal of Virtual and Personal Learning Environments 2, no. 2 (2011): 30–39. http://dx.doi.org/10.4018/jvple.2011040103.

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This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students play the role of company heads that develop intelligent music technology. This game-like learning environment was designed to develop innovation competencies through the simulation of a practical learning situation. The term “game-like” is used to de
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36

ESTERSON, DEREK, and BRYAN WEAVER. "Design and technology for all?" Journal of Computer Assisted Learning 5, no. 4 (1989): 193–97. http://dx.doi.org/10.1111/j.1365-2729.1989.tb00209.x.

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37

Yuyun, Ignasia. "Curriculum and Technology Design: A Course to Explore Technology Applications in EFL Curriculum Design." Journal of ELT Research 3, no. 1 (2018): 78. http://dx.doi.org/10.22236/jer_vol3issue1pp78-86.

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Teaching and technology pedagogy should be mastered by a teacher in this digital era. It is an inevitable fact that teachers should realize. To be in line with technology development, teachers are expected to bring any technology-based applications to the classroom. Many education institutions from Kindergarten to Higher Education around the world equip their teachers with technology-based training. In particular, Technology Enhanced Language Learning (TELL) has been mushrooming in English Language Teaching trends. To comply with this demand, Technological Pedagogical and Content Knowledge (TP
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38

Waintraub, Jack L. "Redesigning Engineering Technology Education." Industry and Higher Education 11, no. 4 (1997): 249–52. http://dx.doi.org/10.1177/095042229701100412.

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The New Jersey Center for Advanced Technological Education (NJCATE), is dedicated to the improvement of Engineering Technology education through: the development of innovative educational programmes, such as the Mecomtronics Engineering Technology curriculum; design and development of instructional methodologies and materials; student recruitment and retention strategies; strong partnerships among educational institutions and with industry, government and professional societies. Changes in any one facet of technician education are not sufficient to bring about the needed improvement in the pre
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39

Tian, Xiao Na, and Zheng Hong Wang. "The Application of Movie Technology and Virtual Technology in Web-Based Courseware." Applied Mechanics and Materials 380-384 (August 2013): 1991–94. http://dx.doi.org/10.4028/www.scientific.net/amm.380-384.1991.

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At present, the design of web-based courseware in distance education is too conservative and lack of innovation, which is mainly due to two reasons: One is the thinking set of courseware designers who are still possessing the mindset of education changes itself, which limits their thought into the field of education; The other one is the designer technical limitations that they are lack of technical skills of other related areas. Through introducing the thought and technologies of movie and virtual reality into education, we try to explore new designs for network courseware.
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40

Allison, J. C. "CDT - craft, design and technology." Physics Education 21, no. 6 (1986): 337–39. http://dx.doi.org/10.1088/0031-9120/21/6/303.

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41

Hirano, Shigeo. "Relation of Information Technology and Mechanical Design Drawing Education." Journal of Graphic Science of Japan 35, no. 3 (2001): 21–24. http://dx.doi.org/10.5989/jsgs.35.3_21.

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42

SUMINO, Haruhiko, Daisuke KURODA, Tadashi HORIUCHI, Naoyuki FUJITA, Jyunya KOBAYASHI, and Makoto ICHITSUBO. "Engineering Design Education in National Colleges of Technology (KOSEN)." Journal of JSEE 59, no. 6 (2011): 65–71. http://dx.doi.org/10.4307/jsee.59.6_65.

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43

Page, Tom. "Should Open-Source Technology be used in Design Education?" International Journal of Open Source Software and Processes 6, no. 1 (2015): 17–30. http://dx.doi.org/10.4018/ijossp.2015010102.

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There has been some argument as to the legitimacy of the use of open-source technology (OST) in product design and manufacturing. Much of this has focused on intellectual property rights of the designer in the use of open-source software (OSS) and open-source hardware (OSH). Furthermore, in design education the question as to whether product design and industrial design students should learn to use open-source technology has been widely asked. This research addresses this question and considers commercial and non-commercial applications of open-source technology. The research methods comprised
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44

Tafa, Zhilbert, Goran Rakocevic, Djordje Mihailovic, and Veljko Milutinovic. "Effects of Interdisciplinary Education on Technology-Driven Application Design." IEEE Transactions on Education 54, no. 3 (2011): 462–70. http://dx.doi.org/10.1109/te.2010.2080359.

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45

Thorsteinsson, Gisli. "Impact of Computer Technology on Design And Craft Education." i-manager's Journal of Educational Technology 10, no. 4 (2014): 40–50. http://dx.doi.org/10.26634/jet.10.4.2608.

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46

Coorey, Jillian. "Active Learning Methods and Technology: Strategies for Design Education." International Journal of Art & Design Education 35, no. 3 (2016): 337–47. http://dx.doi.org/10.1111/jade.12112.

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47

Budd, Jim, and Wei Wang. "Industrial Design Education : Taming Technology to Enhance User Experience." Archives of Design Research 30, no. 3 (2017): 17–27. http://dx.doi.org/10.15187/adr.2017.08.30.3.17.

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48

Chen, Ching-Huei. "Cultural diversity in instructional design for technology-based education." British Journal of Educational Technology 38, no. 6 (2007): 1113–16. http://dx.doi.org/10.1111/j.1467-8535.2007.00738.x.

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49

Du Toit, Adri. "Threading Entrepreneurship Through the Design Process in Technology Education." African Journal of Research in Mathematics, Science and Technology Education 24, no. 2 (2020): 180–91. http://dx.doi.org/10.1080/18117295.2020.1802153.

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50

Buijs, Jan. "Design Management Education at the Delft University of Technology." Design Management Review 18, no. 3 (2010): 63–68. http://dx.doi.org/10.1111/j.1948-7169.2007.tb00215.x.

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