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Showing 1 to 15 of 26 results Save | Export
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Sebastian Straub; Isis Tunnigkeit; Julia Eberle; Arlind Avdullahu; Nikol Rummel – International Journal of Computer-Supported Collaborative Learning, 2025
A key challenge in CSCL research is to find ways to support learners in becoming effective collaborators. While the effectiveness of external collaboration scripts is well established, there is a need for research into support that acknowledges learners' autonomy during collaboration. In the present study, we compare an external collaboration…
Descriptors: Cooperative Learning, Interaction, Scripts, Computer Assisted Instruction
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Caitlin Snyder; Clayton Cohn; Joyce Horn Fonteles; Gautam Biswas – Grantee Submission, 2025
Recently, there has been a surge in developing curricula and tools that integrate computing (C) into Science, Technology, Engineering, and Math (STEM) programs. These environments foster authentic problem-solving while facilitating students' concurrent learning of STEM+C content. In our study, we analyzed students' behaviors as they worked in…
Descriptors: Learning Analytics, Problem Solving, STEM Education, Computation
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Darian Stapleton; Thalia R. Goldstein – Journal of Creative Behavior, 2025
Understanding the impacts of digital media such as video games is critical for scholarship during the digital transformation. While the literature on the effects of video games continues to grow, there is little work on positive effects, including creativity, either as an outcome from or process within games. Video games are a media type that…
Descriptors: Video Games, Creativity, Problem Solving, Play
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Qi Zhang – Education and Information Technologies, 2025
This study investigates the efficiency of "segmented ludicization" in language learning, i.e., the method considering learners' cognitive processing in ludicized learning experiences. This method transforms traditional didactic environments into playable procedures involving intervals for learners' knowledge digestions and retrievals.…
Descriptors: Language Usage, Cognitive Processes, Recall (Psychology), Problem Solving
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Adi Perry-Kates; Anat Cohen – Journal of Computer Assisted Learning, 2025
Background: In light of the growing need to understand interactive learning effectivity and especially post-COVID 19 pandemic constraints, the key question is how to develop interactive videos in order to get the most effective results. Objectives: This research aims to explore the pedagogical benefits of interactive video with branching…
Descriptors: Video Technology, Interaction, Instructional Effectiveness, Teaching Methods
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Vecihi S. Zambak; Lilly Steiner; Kerry Carley-Rizzuto – Discover Education, 2025
Parental involvement in children's education has benefits throughout a child's academic career. Researchers and educators have developed parental involvement programs, the most effective being those that teach parents to understand open-ended mathematics problems, allowing time for children to think, share their mathematical understanding, and…
Descriptors: Parent Participation, Intervention, Preadolescents, Mathematics Skills
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Shihui Feng – British Journal of Educational Technology, 2025
Collaborative problem solving (CPS) is an important skill enabling students to co-construct knowledge and tackle complex problems through group interactions. While the importance of group interactions in CPS is well recognized, it is unclear how the emergence of generative artificial intelligence (GAI), with advanced cognitive support, may alter…
Descriptors: Group Dynamics, Interaction, Problem Solving, Cooperative Learning
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Michael Foster; Isabel White; Joanne Lobato – Journal of Computers in Mathematics and Science Teaching, 2025
Interest in using mathematics and science videos in educational settings has surged in recent years. Yet there remains a gap in researchers' understanding of the ways in which students make sense of the ideas expressed in the videos. In this study, thematic analysis was used to identify how eight high school students made sense of and engaged with…
Descriptors: Video Technology, Technology Uses in Education, High School Students, Mathematics Instruction
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Hao Zhang; Shihan Chen; Sen Zheng – Education and Information Technologies, 2025
Based on the instructional interaction principles outlined by Chen and Wang (2016) in third-generation distance learning, this study employs a recursive logical perspective on the evolution of the theory of interaction in distance education. It constructs a structural equation model to measure the mediating utility path of the learner's proactive…
Descriptors: Personality Traits, Assertiveness, Interaction, Distance Education
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Lene Hayden Taraldsen – Mathematics Teaching Research Journal, 2025
The aim of this study is to understand teacher education students' experience with an introduction to use of escape room as a didactic tool in mathematics, and to gain insight on the impact of such an introduction on teacher education students' development as mathematics teachers. Escape room is a new, game-based, didactic tool in school that…
Descriptors: Preservice Teachers, Mathematics Instruction, Preservice Teacher Education, Foreign Countries
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Kristy Hynes; Tracy Gershwin; Jason Robinson; Chrissa Mitchell – Beyond Behavior, 2025
Meaningful student-teacher relationships form a crucial foundation for teachers to deliver effective interventions leading to better outcomes for students with challenging behavior. By implementing simple recommendations for facilitating genuine and intentional interactions with students and regulating their own emotional responses, teachers can…
Descriptors: Teacher Student Relationship, Interaction, Behavior Problems, Student Behavior
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Kasey L. Wozniak; Anna S. Grinath; Heather J. Ray; Devaleena S. Pradhan – Scholarship and Practice of Undergraduate Research, 2025
A key component of authentic undergraduate research experiences is supporting students in recognizing their agency to shape a research project and develop project ownership. Previous research has suggested design elements that could foster project ownership in course-based research experiences. However, research is needed to examine how these…
Descriptors: Student Projects, Student Research, Undergraduate Students, Student Role
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Isabel White; William Zahner; Alexander White – International Journal of Research & Method in Education, 2025
This report validates a novel quantitative methodology for analyzing moment-to-moment interactions in classrooms called the Poisson Process Methodology (PPM). PPM differs from moment-to-moment qualitative and quantitative analyzes typically used in education by using time-series data to quantify the degree to which the presence of facilitator…
Descriptors: Small Group Instruction, Problem Solving, Mathematics Instruction, Facilitators (Individuals)
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Min Tang; Sebastian Hofreiter; Christian H. Werner; Aleksandra Zielinska; Maciej Karwowski – Journal of Creative Behavior, 2025
Recent research suggests that working with generative artificial intelligence (AI), such as ChatGPT, can produce more creative outcomes than humans alone. However, does AI retain its creative edge when humans have access to alternative information sources, such as another human or the internet. We explored this question in a between-group…
Descriptors: Creative Thinking, Man Machine Systems, Interaction, Internet
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Isnanik Juni Fitriyah; Sony Yunior Erlangga; Andik Wahyun Muqoyyidin; Septi Aprilia – Discover Education, 2025
Research on the possible benefits of digital games for learning outcomes in STEM education has shown mixed results, which is another reason that this study is focused on inconsistencies in past research outcomes. Moreover, it seeks to explore the moderator variables which affect the success of digital games like game design, interactive…
Descriptors: Educational Games, Computer Games, STEM Education, Meta Analysis
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