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Scott Bartholomew; Jessica Yauney; Nathan Mentzer; Scott Thorne – International Journal of Technology and Design Education, 2024
Classroom research has demonstrated the capacity for significantly influencing student learning by engaging students in evaluation of previously submitted work as an intentional priming exercise for learning; we call this experience "Learning by Evaluating" (LbE). Expanding on current LbE research, we set forth to investigate the impact…
Descriptors: Priming, Stimuli, Learning Activities, Teaching Methods
Linardatos, Gerasimos; Apostolou, Dimitris – Education and Information Technologies, 2023
The present study focuses on high school students' acceptance of digital comics creation (DCC) in classroom learning and aims at identifying the factors that affect it. The DCC is a modern ICT activity, which combines the popular and familiar to students medium of comics with the computers. The research model used to explain the students'…
Descriptors: High School Students, Student Attitudes, Electronic Publishing, Cartoons
Brooks, Eva; Sjöberg, Jeannette – Designs for Learning, 2022
The presence of digital technologies in classroom settings is relentlessly getting stronger and has shown to have powerful playful qualities. In recent years, digital game-based learning (DGBL) has been introduced in schools. In this paper we explore game-based design activities to unfold playful and creative actions and interactions among…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Game Based Learning
Genesis J. DeLong – ProQuest LLC, 2024
This action research study examined student success at a private, faith-based graduate business school by aiming to cultivate a community of belonging for graduate students through a staff development approach. As the action for this study, a three-part professional development series was created to foster a collaborative community of graduate…
Descriptors: Graduate Students, Business Schools, Staff Development, Group Unity
Rustam Shadiev; Xuan Chen; Barry Lee Reynolds; Yanjie Song; Fahriye Altinay – British Journal of Educational Technology, 2024
This study investigates a virtual reality (VR) cross-cultural interactive learning environment that combines a 360-degree video camera for content creation, a viewing tool, and a video conference platform for real-time interaction. This environment aims to address the limitations of traditional 360-degree VR tools, particularly in enabling…
Descriptors: Cognitive Development, Stereotypes, Multicultural Education, Learning Activities

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