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Showing 1 to 15 of 23 results Save | Export
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Derek J. Bischoff; Michael E. Mackay; Sheldon A. Hewlett – Journal of Chemical Education, 2024
Upper-division undergraduate students are introduced to polymer processing using material extrusion fused filament fabrication 3D printing to make poly(lactic acid) (PLA) mechanical testing specimens. Computer aided design and slicing software packages are used to demonstrate the process of preparing 3D computer models for printing. Following the…
Descriptors: Plastics, Mathematical Models, Printing, Computer Peripherals
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Snow, Stephen; Wilde, Adriana; Denny, Paul; schraefel, m. c. – British Journal of Educational Technology, 2019
Peer-learning that engages students in multiple choice question (MCQ) formulation promotes higher task engagement and deeper learning than simply answering MCQ's in summative assessment. Yet presently, the literature detailing deployments of student-authored MCQ software is biased towards accounts from Science, Technology, Engineering, Maths and…
Descriptors: Student Developed Materials, Multiple Choice Tests, Computer Software, Cooperative Learning
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Treves, Richard; Mansell, Damien; France, Derek – Journal of Geography in Higher Education, 2021
Atlas Tours consist of collections of animated maps and other elements woven together to make a narrative, they are a commonly used format on the web. Recent developments in software platforms such as Esri Story Maps have made producing them possible by Geography students. The study uses student written feedback and focuses groups about a module…
Descriptors: Geography Instruction, Teaching Methods, Maps, Story Telling
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Lijun Ni; Gillian Bausch; Elizabeth Thomas-Cappello; Fred Martin; Bernardo Feliciano – ACM Transactions on Computing Education, 2024
This study examined student learning outcomes from a middle school computer science (CS) curriculum developed through a researcher and practitioner partnership (RPP) project. The curriculum is based on students creating mobile apps that serve community and social good. We collected two sets of data from 294 students in three urban districts: (1)…
Descriptors: Computer Software, Middle School Students, Coding, Self Efficacy
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Svitlana Mykytiuk; Olena Lysytska; Oleksandr Chastnyk; Serhii Mykytiuk – IAFOR Journal of Education, 2025
The study explored the educational potential of the application of student-generated digital visual content for learning English as a second language (ESL) by undergraduate students enrolled in the course Foreign Language which is actually Introduction to Legal English. This study used a mixed-methods approach. The researchers designed a…
Descriptors: Artificial Intelligence, Visual Aids, Teaching Methods, English (Second Language)
Reima Saado Al-Jarf – Online Submission, 2021
This study reports 15 types of activities that EFL, linguistics and translation instructors at a sample of Saudi universities used in distance learning during the COVID-19 pandemic. Examples include searching for linguistic and translation key terms and concepts, problem-solving questions, online debates, summarizing a research paper, attending a…
Descriptors: Translation, English (Second Language), Second Language Learning, Second Language Instruction
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Reyna, Jorge; Hanham, Jose; Meier, Peter – E-Learning and Digital Media, 2017
The notion of students as co-creators of content in higher education is gaining popularity, with an ever-increasing emphasis on the development of digital media assignments. In a separate paper, the authors introduced the Digital Media Literacies Framework, which is composed of three interrelated domains: (1) conceptual, (2) functional, and (3)…
Descriptors: Taxonomy, Multimedia Materials, Electronic Publishing, Student Developed Materials
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Johnson, Claire – Online Submission, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…
Descriptors: Foreign Countries, Secondary School Students, Qualitative Research, Case Studies
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Hughes, Janette Michelle – International Journal of Information and Learning Technology, 2017
Purpose: The purpose of this paper is to explore how a small group of adolescents in an alternative care and treatment program develop digital literacy skills over time while immersed in a rich media setting. It also explores how the students use new media tools and affordances to "perform" their identities and to present themselves…
Descriptors: Technological Literacy, Adolescents, Self Concept, Multimedia Materials
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Akaygun, Sevil – Chemistry Education Research and Practice, 2016
Visualizing the chemical structure and dynamics of particles has been challenging for many students; therefore, various visualizations and tools have been used in chemistry education. For science educators, it has been important to understand how students visualize and represent particular phenomena--i.e., their mental models-- to design more…
Descriptors: High School Students, Secondary School Science, Grade 10, Grade 11
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Andersen, Renate; Ponti, Marisa – Distance Education, 2014
This article presents an empirical study of an open educational course in an online peer-to-peer university (P2PU). P2PU is a nonprofit organization offering free educational opportunities. Focus is on how peers are part of creating course content in a Web 2.0 environment. Massive open online courses (MOOCs) have evolved into two different…
Descriptors: Open Education, Barriers, Educational Opportunities, Online Courses
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Denny, Paul; Cukierman, Diana; Luxton-Reilly, Andrew; Tempero, Ewan – Computer Science Education, 2012
Traditionally, learning resources are created by an instructor and distributed to their students. A contributing-student pedagogy (CSP) is one in which this responsibility shifts, placing students in control of creating the resources and sharing them with their peers. Technology plays a central role in supporting the collection and distribution of…
Descriptors: Foreign Countries, Computer Science Education, Programming, Web 2.0 Technologies
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Siko, Jason; Barbour, Michael; Toker, Sacip – Journal of Computers in Mathematics and Science Teaching, 2011
To date, research involving homemade PowerPoint games as an instructional tool has not shown statistically significant gains in student performance. This paper examines the results of a study comparing the performance of students in a high school chemistry course who created homemade PowerPoint games as a test review with the students who used a…
Descriptors: Educational Games, Instructional Materials, Computer Software, Teaching Methods
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Guler, Cetin; Altun, Arif – Turkish Online Journal of Educational Technology - TOJET, 2010
Learning objects (LOs) can be defined as resources that are reusable, digital with the aim of fulfilling learning objectives (or expectations). Educators, both at the individual and institutional levels, are cautioned about the fact that LOs are to be processed through a proper development process. Who should be involved in the LO development…
Descriptors: Foreign Countries, Models, Preservice Teacher Education, Education Courses
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Chen, Chiu-Jung; Liu, Pei-Lin – Turkish Online Journal of Educational Technology - TOJET, 2012
The purpose of this study was to explore the effectiveness of using learner-generated and instructor-provided multimedia annotations on foreign language reading comprehension and attitudes. The four research questions are: (1) what are the effects of using different multimedia annotations on reading comprehension for learners of different…
Descriptors: Foreign Countries, Hypermedia, Cognitive Style, Reading Comprehension
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