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Showing 16 to 30 of 320 results Save | Export
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Weijia Wan – Interactive Learning Environments, 2024
The paper investigates the level of development of a creative mindset in the training of music education professionals. The research is based on the experimental method which examines the level of creativity of students before and upon completion of the developed training program focusing on development of the creative thinking using cutting-edge…
Descriptors: Creative Thinking, Skill Development, Music Education, College Freshmen
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Ivaylo Staribratov; Nikol Manolova – Discover Education, 2024
The article presents the application of 3D technologies in STEAM education through a conducted scientific research, highlighting the role of 3D modeling and 3D printing as an innovative approach in achieving an interdisciplinary learning model. The research included the following stages: preparation for designing a detailed 3D steam locomotive…
Descriptors: Art Education, STEM Education, Educational Technology, Technology Uses in Education
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Radwan Ali; Dominic Thomas – Journal of Information Technology Education: Innovations in Practice, 2024
Aim/Purpose: The purpose of this paper is to illustrate the integration of emerging technology (ET) integration in the information systems (IS) curriculum. Background: Modernizing the IS curriculum is consistently needed to meet the demands of the workplace. The IS2020 curriculum model recommends adding emerging technology learning into the IS…
Descriptors: Printing, Computer Peripherals, Technology Integration, Technology Uses in Education
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Ruofei Zhang; Di Zou; Gary Cheng – Interactive Learning Environments, 2024
The application and investigation of various virtual world experiences in language learning have been on the rise. However, mixed reality (MR) has received limited attention due to its ambiguous concepts, unclear affordances, and insufficient incorporation of theoretical frameworks. To promote the investigation and implementation of MR-enhanced…
Descriptors: Language Acquisition, Computer Simulation, Technology Uses in Education, Personal Autonomy
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Emmanuel Fokides; Georgia Lagopati – Journal of Information Technology Education: Innovations in Practice, 2024
Aim/Purpose: This review's main objective was to examine the existing literature on the use of 3D printers in primary education, covering students aged six to twelve across general, special, and inclusive educational environments. Background: A review of the literature indicated a significant oversight -- prior reviews insufficiently distinguish…
Descriptors: Computer Peripherals, Printing, Technology Uses in Education, Elementary School Students
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Yuwei Chen; Nat Ku; Bonnie Lin; Jonathan Sun; Andrew Wang; Jin Kim Montclare – Discover Education, 2025
Tangible teaching aids can provide a valuable supplement to traditional textbook-based learning of fundamental STEM concepts. 3D-printed templates detailing the construction of simple parallel and series circuits were incorporated into the lesson plans for 6th-grade introductory physics. Aiming to introduce the concepts of junction and loop rules…
Descriptors: Printing, Computer Peripherals, Science Instruction, Physics
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Yang, Jack X.; DeYoung, Veronica; Xue, Yuanxin; Nehru, Amit; Hildebrand, Alexandra; Brewer-Deluce, Danielle; Wainman, Bruce – Anatomical Sciences Education, 2023
Three-dimensional (3D) scanning and printing technology has allowed for the production of anatomical replicas at virtually any size. But what size optimizes the educational potential of 3D printing models? This study systematically investigates the effect of model size on nominal anatomy learning. The study population of 380 undergraduate…
Descriptors: Manipulative Materials, Anatomy, Computer Peripherals, Undergraduate Students
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B. Ettinger – PRIMUS, 2024
This paper presents a semester-long bottle design project for an undergraduate Numerical Analysis course. Students implement numerical methods in MATLAB to design and 3D print a bottle. Employing mathematical methods to compute features of their designs enhances students' understanding of numerical techniques in design applications. Student…
Descriptors: Undergraduate Students, College Mathematics, Mathematics Activities, Mathematics Instruction
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Stefano Scippo; Serena Madiai; Stefano Cuomo – Journal of Information Technology Education: Research, 2025
Aim/Purpose: This study aims to assess the effectiveness of a tessellation-based instructional program supported by digital technologies for enhancing geometric learning in primary school pupils. Background: Digital education offers various benefits, including increased motivation and engagement, and has been shown to be effective in teaching…
Descriptors: Mathematics Instruction, Geometry, Computer Assisted Instruction, Elementary School Students
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Vasco Rikkers; Dipti Kapoor Sarmah – Journal of Computing in Higher Education, 2025
In recent years, gamification has seen a rise in usage for cyber-security training, with some of the most used elements being story and narrative. Yet there seems to be a lack of research on story-based gamification as well as how this type of gamification affects a training's effectiveness. The goal of this study was to test the effectiveness of…
Descriptors: Gamification, Computer Security, Training Methods, Foreign Countries
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Yang-Cheng Lin; Chinmai Bhat; Yulius Shan Romario; Wan-Rong Jiang; Maziar Ramezani; Cho-Pei Jiang – European Journal of Education, 2025
This study proposes a project-based learning methodology that emphasises technical research with the active participation of schoolchildren. The study focuses on ecological conservation using ceramic slurry 3D printing technology. It is categorised into two distinctive technical and educational aspects. The technical aspect deals with reverse…
Descriptors: Technology Uses in Education, Educational Technology, Active Learning, Animals
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Fanchamps, Nardie L. J. A.; Slangen, Lou; Specht, Marcus; Hennissen, Paul – Education and Information Technologies, 2021
Visual programming environments are popular instruments in teaching Computational Thinking (CT) in schools today. Applying Sense-Reason-Act (SRA) programming can influence the development of computational thinking when forcing pupils to anticipate the unforeseen in their computer programs. SRA-programming originates from the programming of…
Descriptors: Programming, Computation, Thinking Skills, Computer Peripherals
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Zhou, Ding; Gomez, Rafael; Davis, James; Rittenbruch, Markus – International Journal of Technology and Design Education, 2023
The role of "design" in the exploration of integrated "Science, Technology, Engineering, and Mathematics" (STEM) education has rapidly expanded in recent years. "Design" has made an important contribution by providing instructional scaffolds in synthesising knowledge from multiple disciplines to solve real-world…
Descriptors: STEM Education, Program Development, Design, Integrated Curriculum
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Grad, Piotr; Przeklasa-Bierowiec, Anna M.; Malinowski, Krzysztof P.; Witowski, Jan; Proniewska, Klaudia; Taton, Grzegorz – Anatomical Sciences Education, 2023
Tooth anatomy is fundamental knowledge used in everyday dental practice to reconstruct the occlusal surface during cavity fillings. The main objective of this project was to evaluate the suitability of two types of anatomical tooth reference models used to support reconstruction of the occlusal anatomy of the teeth: (1) a three-dimensional…
Descriptors: Dentistry, Medical Education, Graduate Students, Anatomy
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Zhang, Shirong; Koning, Bjorn B.; Paas, Fred – British Journal of Educational Psychology, 2023
Background: Self-management of cognitive load is a recent development in cognitive load theory. Finger pointing has been shown to be a potential self-management strategy to support learning from spatially separated, but mutually referring text and pictures (i.e., split-attention examples). Aims: The present study aimed to extend the prior research…
Descriptors: Self Management, Cognitive Processes, Difficulty Level, Nonverbal Communication
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