2020
DOI: 10.1002/cae.22338
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Effectiveness of blended instructional design based on active learning in a graphic engineering course

Abstract: Encouraging the use of active-learning methodologies, both inside and outside the classroom by means of planned activities, is a key factor in effective learning, as well as being essential for students to achieve the goals set for each subject by making them responsible for their own learning. In this longitudinal and quantitative study, we describe the different active learning activities, such as Flipped Classroom, Design Thinking, Visual Thinking, and Project-Based Learning (PBL), undertaken from 2015 to 2… Show more

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Cited by 5 publications
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“…This special issue also received many interesting contributions to the broader DL topic beyond MOOCs, such as the study of flipped learning experiences in engineering courses [3,4,10], the gamification experiment with the "Plant Tissue" game in bioengineering courses [1], and the exploration habits and competencies of STEM higher education students in the Balkan region [5]. Submissions on remote laboratories deserve special mention, an important topic that deserves attention in DL settings.…”
Section: G U E S T E D I T O R I a Lmentioning
confidence: 99%
“…This special issue also received many interesting contributions to the broader DL topic beyond MOOCs, such as the study of flipped learning experiences in engineering courses [3,4,10], the gamification experiment with the "Plant Tissue" game in bioengineering courses [1], and the exploration habits and competencies of STEM higher education students in the Balkan region [5]. Submissions on remote laboratories deserve special mention, an important topic that deserves attention in DL settings.…”
Section: G U E S T E D I T O R I a Lmentioning
confidence: 99%