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Clara Dumebi Moemeke; Joy Nkiruka Chukwunenye; Nasrudeen Ayinde Malik – Educational Considerations, 2025
Inquiry-based learning (IBL) represents a dynamic pedagogical approach in science education, driven by a foundation of deep theoretical constructs. This paper meticulously examines the cornerstone theoretical underpinnings of IBL, centering on constructivism, situated cognition, and cognitive load theories. Constructivism, epitomized by Piaget's…
Descriptors: Inquiry, Active Learning, Science Education, Constructivism (Learning)
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Lorena S. Grundy; Milo D. Koretsky – Journal of Engineering Education, 2025
Background: Metacognitive processes have been linked to the development of conceptual knowledge in STEM courses, but previous work has centered on the regulatory aspects of metacognition. Purpose: We interrogated the relationship between epistemic metacognition and conceptual knowledge in engineering statics courses across six universities by…
Descriptors: Epistemology, Metacognition, Cognitive Processes, STEM Education
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Hadiye Kucukkaragoz; Rusen Meylani – Journal of Education and Learning (EduLearn), 2025
This literature review aims to synthesize the factors behind resistance to learning and proposes evidence-based strategies to address them, drawing on two decades of peer-reviewed research. Using a systematic qualitative review, thematic analysis with MAXQDA software identified six categories of resistance causes: psychological, sociocultural,…
Descriptors: Resistance (Psychology), Learning, Active Learning, Psychological Patterns
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Donisha D. Smith; Jessica E. Bartley; Julio A. Peraza; Katherine L. Bottenhorn; Jason S. Nomi; Lucina Q. Uddin; Michael C. Riedel; Taylor Salo; Robert W. Laird; Shannon M. Pruden; Matthew T. Sutherland; Eric Brewe; Angela R. Laird – npj Science of Learning, 2025
Academic institutions are increasingly adopting active learning methods to enhance educational outcomes. Using functional magnetic resonance imaging (fMRI), we investigated neurobiological differences between active learning and traditional lecture-based approaches in university physics education. Undergraduate students enrolled in an introductory…
Descriptors: Cognitive Processes, Brain, Active Learning, Lecture Method
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Yu-Jen Sie; Kuen-Yi Lin – Journal of Baltic Science Education, 2025
Project-based learning (PBL) plays a critical role in fostering interdisciplinary integration within science, technology, engineering, and mathematics (STEM) education. However, its complexity often hinders students' ability to apply knowledge and solve problems, particularly in environments that lack psychological and cognitive support. This…
Descriptors: Resilience (Psychology), Positive Attitudes, STEM Education, Internet
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Aatif Ali Khan – Discover Education, 2025
In the postgraduate fire safety engineering programme, students come from diverse educational backgrounds, leading to varying levels of familiarity with the fundamental principles essential for understanding fire engineering concepts. As a result, a significant amount of new knowledge must be delivered, which often increases the cognitive load on…
Descriptors: Graduate Students, Fire Protection, Safety, Engineering Education
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Élisabeth Bélanger; Sophie McMullin; Elisabeth Hould; Lorie-Marlène Brault Foisy; Steve Masson – Mind, Brain, and Education, 2025
Through professional learning communities comprising preschool and primary school teachers, we investigated factors that facilitate or impede the implementation of neuroeducational principles, including repeated neuronal activation, active learning, spaced learning, feedback and mindset. Findings from this small-scale qualitative study indicate…
Descriptors: Preschool Teachers, Elementary School Teachers, Teacher Attitudes, Neurosciences
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Roland Gesthuizen; Hazel Tan; Gillian Kidman – International Research in Geographical and Environmental Education, 2025
This study explores the use of virtual worlds, specifically Minecraft, on sustainability education and cognitive skills. Using the Teaching to Inspire model as a lens, we examine how students design sustainable virtual buildings and cityscapes aligned with the UN Sustainable Development Goals and the social-ecological systems (SES) framework. Our…
Descriptors: Environmental Education, Sustainability, Video Games, Cognitive Processes
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Lalita Chaipibal; Thatchai Chittranun – Journal of Practical Studies in Education, 2025
This research aimed to (1) examine the current conditions, desired conditions, and needs regarding active learning management of teachers under the Udonthani Primary Educational Service Area Office 1; and (2) design and develop a program to enhance active learning management among teachers under the same office. The research was conducted in two…
Descriptors: Active Learning, Elementary School Teachers, Faculty Development, Program Development
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Azetu Azashi Agyo; Emmanuel John Anagu – International Journal of Technology in Education and Science, 2025
As educational needs change, gamified immersive virtual reality (I-VR) can enhance learning by making it more interactive. Immersive virtual reality is used more in science than in the humanities. This study uses the Theory of Planned Behavior (TPB) to explore factors that affect students' intentions to use gamified I-VR, particularly in…
Descriptors: Gamification, Computer Simulation, Literacy, English Instruction
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Shen Ba; Ying Zhan; Lingyun Huang; Guoqing Lu – British Journal of Educational Technology, 2025
This study examines the impact of feedback assisted by generative artificial intelligence (GAI) on the dynamics and outcomes of online inquiry-based discussions (IBDs) in a higher education context. Specifically, it compares two distinct feedback types powered by GAI: idea-oriented and task-oriented. The study involved 105 preservice teachers from…
Descriptors: Artificial Intelligence, Technology Uses in Education, Feedback (Response), Computer Mediated Communication
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Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation