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Yuan Yang; Miao Xu; Bo Gong; Le Yang; Yuan Zang – Education and Information Technologies, 2025
Despite the growing demand for technological literacy and critical thinking in higher education, traditional pedagogical methods often fail to fully engage students in developing these essential skills. Science fiction presents an underutilized yet promising tool for addressing this gap. This study investigates the impact of Science fiction on…
Descriptors: Science Fiction, Technological Literacy, Critical Thinking, Higher Education
Rita Wong Mee Mee; Fatin Syamilah Che Yob; Lim Seong Pek; Muhammad Fairuz Abd Rauf; Yang Mingmei; Ali Derahvasht – Contemporary Educational Technology, 2025
Computational thinking (CT) has emerged as a foundational skill for young learners, preparing them to navigate and contribute to an increasingly digital world. This bibliometric analysis utilizes 374 articles from the Web of Science database to explore the research landscape surrounding CT in children's learning, focusing on its applications in…
Descriptors: Computation, Thinking Skills, Bibliometrics, Language Acquisition
Zhi Ying Liu; Sook Jhee Yoon – Early Years: An International Journal of Research and Development, 2025
Preschool teachers' questioning is an important part of the teaching and learning process as questions can drive children's thinking (Nappi 2017). As one of the most common pedagogical tasks in preschool, storytelling has the potential to bring the world to the classroom using imagined or real stories. However, to date, there is limited knowledge…
Descriptors: Foreign Countries, Preschool Teachers, Teacher Attitudes, Teaching Methods
Luciana Oliveira; Célia Tavares; Artur Strzelecki; Manuel Silva – Electronic Journal of e-Learning, 2025
As generative artificial intelligence tools like ChatGPT become increasingly integrated into educational environments, understanding their impact on critical thinking is crucial. Despite growing concerns about AI's potential to diminish students' independent reasoning, there is a lack of research tools specifically designed to evaluate students'…
Descriptors: Critical Thinking, Artificial Intelligence, Computer Software, Technology Integration
Hsiao-Ching Yang; Yu-Tseng Lee; Pao-Yin Lin; Jie-Sheng Shih – Journal of Educational Research, 2025
Studies indicate that integrating digital tools into reading instruction significantly enhances student learning. The OK4R (Overview, Key Idea, Read, Recall, Reflect, Review) method goes beyond teaching reading techniques by fostering a cyclic process of reading and critical reflection. Through OK4R, learners develop both reading strategies and…
Descriptors: Reading Instruction, Learning Management Systems, Teaching Methods, Comparative Analysis
Koon Lin Wong; Carla Briffett-Aktas; Wing Fun Oliver Kong; Choi Pat Ho – Active Learning in Higher Education, 2025
To create a socially just teaching method in higher education (HE), we used Fraser's social justice framework to create a new pedagogical method called student voice for social justice (SVSJ). SVSJ emphasizes student voice and empowerment by developing a co-constructed learning space where students can influence the procedure and content of the…
Descriptors: Student Empowerment, Teaching Methods, Educational Objectives, Social Justice
Shujun Dong; Ran Zhi; Feng Gan – European Journal of Education, 2025
As educational paradigms continue to evolve in response to technological advancements, there is growing interest in interdisciplinary approaches that bridge the gap between STEM and the arts. One such emerging area is the integration of robotics into art education, which holds the potential to enrich learning experiences and foster a range of…
Descriptors: Technology Integration, Technology Uses in Education, Art Education, Constructivism (Learning)
Eadaoin J. Slattery; Paula Lehane; Deirdre Butler; Michael O'Leary; Kevin Marshall – Review of Education, 2025
Minecraft is a popular digital game-based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence-informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational-affective and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Children

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