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Vaso Anastasiou; Yiota H. Diakou; Charoula Angeli – International Association for Development of the Information Society, 2024
This study examines the impact of educational robotics and cross-age peer tutoring in primary education and focuses explicitly on the outcomes for tutors and tutees. Forty students from a public school in a European country participated, with fifth graders as tutors and fourth graders as tutees. Using the LEGO Education SPIKE Prime Set, both…
Descriptors: Robotics, Peer Teaching, Tutoring, Outcomes of Education
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Yin, Yue; Khaleghi, Soroush; Hadad, Roxana; Zhai, Xiaoming – Educational Technology Research and Development, 2022
Computational thinking (CT) skills are critical for the science, technology, engineering, and mathematics (STEM) fields, thus drawing increasing attention in STEM education. More curricula and assessments, however, are needed to cultivate and measure CT for different learning goals. Maker activities have the potential to improve student CT, but…
Descriptors: Thinking Skills, Computation, Learning Activities, Computer Software
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Merkouris, Alexandros; Chorianopoulos, Konstantinos – ACM Transactions on Computing Education, 2019
Contemporary research has explored educational robotics, but it has not examined the development of computational thinking in the context of programming embodied interactions. Apart from the goal of the robot and how the robot will interact with its environment, another important aspect that should be taken into consideration is whether and how…
Descriptors: Educational Technology, Robotics, Middle School Students, Man Machine Systems
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Dorotea, Nuno; Piedade, João; Pedro, Ana – Education Sciences, 2021
This paper reports a case study, developed in K-12 Portuguese Education, that aimed to analyze the computer science teachers' knowledge, interest, and self-confidence to use educational robotics and other programable objects in classroom activities to teach computer science concepts and to promote students' computational thinking skills. The…
Descriptors: Foreign Countries, Computer Science Education, Teacher Characteristics, Knowledge Base for Teaching
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Dixon-Román, Ezekiel; Nichols, T. Philip; Nyame-Mensah, Ama – Learning, Media and Technology, 2020
In this article, we examine the sociopolitical implications of AI technologies as they are integrated into writing instruction and assessment. Drawing from new materialist and Black feminist thought, we consider how learning analytics platforms for writing are animated by and through entanglements of algorithmic reasoning, state standards and…
Descriptors: Racial Bias, Artificial Intelligence, Educational Technology, Writing Instruction
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Leonard, Jacqueline; Djonko-Moore, Cara M.; Ellington, Roni; Santoro, Anthony; Miller, Mikhail – AERA Online Paper Repository, 2020
This paper highlights the year-one (pilot) findings of a three-year project on emerging technologies where students engaged in computer modeling, 3D printing, flight simulation, and drones during summer camps and afterschool programs in rural and urban districts. The pilot was iterative as different interventions were field-tested in specific…
Descriptors: Elementary School Students, Middle School Students, Computation, Thinking Skills
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Mezhennaya, Natalia M.; Pugachev, Oleg V. – European Journal of Contemporary Education, 2019
Typical difficulties in learning probabilistic subjects are concerned with big data, complicated formulas and inconvenient figures in statistical analyses. The present research considers the usage of innovative teaching methods (e.g. electronic summary of lectures, presentations of lecture courses, task solution templates, electronic training…
Descriptors: Mathematics Instruction, Probability, Statistics, Teaching Methods
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Smith, Hannah; Closser, Avery H.; Ottmar, Erin; Arroyo, Ivon – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2020
The Game Play and Design Framework is a project-based instructional method to engage teachers and students with mathematics content by utilizing technology as a vehicle for game play and creation. In the authors' prior work, they created a technology tool and game editing platform, the Wearable Learning Cloud Platform (WLCP), which enables…
Descriptors: Computation, Mathematics Instruction, Mathematics Skills, Knowledge Level
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Altanis, Ioannis; Retalis, Symeon; Petropoulou, Ourania – Education Sciences, 2018
During the last few years, there has been a growing interest in students getting engaged in digital game-making activities so as to enhance their thinking skills. The findings of studies that have examined the impact of such initiatives are quite positive, especially concerning the promotion of 21st century skills; however, many students seem to…
Descriptors: Foreign Countries, Secondary School Students, Educational Games, Thinking Skills
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Halpern, Arthur M.; Glendening, Eric D. – Journal of Chemical Education, 2013
A three-part project for students in physical chemistry, computational chemistry, or independent study is described in which they explore applications of valence bond (VB) and molecular orbital-configuration interaction (MO-CI) treatments of H[subscript 2]. Using a scientific spreadsheet, students construct potential-energy (PE) curves for several…
Descriptors: Science Instruction, College Science, Undergraduate Study, Spreadsheets
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Brennan, Ross; Vos, Lynn – Journal of Marketing Education, 2013
The need to endow marketing graduates with skills relevant to employability grows ever more important. Marketing math and elementary financial understanding are essential employability skills, particularly given the contemporary emphasis on marketing metrics, but the evidence is that marketing graduates are often relatively weak in such skills.…
Descriptors: Marketing, College Students, Simulation, Educational Games
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Panagiotakopoulos, Chris T. – World Journal of Education, 2011
Mathematics is an area of study that particularly lacks student enthusiasm. Nevertheless, with the help of educational games, any phobias concerning mathematics can be considerably decreased and mathematics can become more appealing. In this study, an educational game addressing mathematics was designed, developed and evaluated by a sample of 33…
Descriptors: Mathematics Instruction, Educational Games, Computation, Mathematics Skills
Hudson, Siobhan; Kadan, Sarah; Lavin, Karen; Vasquez, Tylita – Online Submission, 2010
The students of the targeted fourth, fifth, sixth, and ninth grade classes exhibited difficulties with number sense that interfered with understanding and recall of basic math facts. Evidence for the existences of the problem included teacher observation, test scores, and student and teacher surveys. The research participants included 42 children…
Descriptors: Intervention, Grades (Scholastic), Action Research, Observation