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Chih-Hung Chen; Yih-Ru Chu – Education and Information Technologies, 2024
Due to globalization, emerging technologies, and the knowledge economy, there has been a growing emphasis on students having global competencies and perspectives to succeed in an increasingly interconnected world. On the other hand, a variety of technologies have been adopted for inquiry-based learning (IBL) activities. An interactive e-book…
Descriptors: Computer Simulation, Active Learning, Inquiry, Science Education
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Peidi Gu; Jiaming Wu; Zui Cheng; Yu Xia; Miaoting Cheng; Yan Dong – Education and Information Technologies, 2025
Teaching computational thinking skills to novice college students via programming poses considerable challenges. It involves learning programming language syntax and commands, along with fostering higher-order skills crucial for both computational thinking proficiency and future careers. To address this, we proposed a pedagogical approach…
Descriptors: Computation, Thinking Skills, Active Learning, Student Projects
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Wu, Min Lun; Zhou, Yuchun; Li, Lan – Education and Information Technologies, 2023
Teachers are gatekeepers of technology integration in the classroom. Pre-service teachers' attitudes, confidence, and competence in exploring emerging technologies play a critical role in teachers' adoption of technology in teaching. This study examined the effects of a gamified technology course on pre-service teachers' confidence, intention, and…
Descriptors: Outcomes of Education, Online Courses, Preservice Teachers, Self Esteem
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Abdul Rabu, Siti Nazleen; Mohamad, Siti Khadijah; Awwad, Samer A. B.; Ismail, Nurul Halimatul Asmak; Yeen, Kang Seua – Education and Information Technologies, 2023
Inquiry-based learning is a learning-and-teaching approach that allows students to gather and build knowledge of scientific facts by asking questions. To gain an understanding of the impact of such an instruction, this study examines the effectiveness of Video Inquiry-based Cooperative Learning (VICL) and Video Inquiry-based Learning (VIL) on…
Descriptors: Instructional Effectiveness, Inquiry, Active Learning, Video Technology
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Malik, Khalid Mahmood; Zhu, Meina – Education and Information Technologies, 2023
The need for computer science (CS) education, especially computer network education, is increasing. However, the challenges of teaching students with diverse backgrounds and engaging them in hands-on activities to apply theories into practices exist in CS education. The study addressed the challenges by using project-based learning (PBL) and…
Descriptors: Student Projects, Active Learning, Experiential Learning, Computer Science Education
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Ying-Lien Lin; Wei-Tsong Wang; Chih-Chen Kuo; Pi-Hsin Chen – Education and Information Technologies, 2025
This study explores the factors influencing students' online game-based learning (OGBL) performance. At present, motivating students to engage in learning actively represents a significant challenge faced by teachers and other stakeholders. Additionally, the findings of a variety of OGBL studies have been inconsistent or contradictory,…
Descriptors: Formative Evaluation, Incentives, Game Based Learning, Electronic Learning
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Yu-Jun Liao; Wernhuar Tarng; Tzu-Ling Wang – Education and Information Technologies, 2025
The purpose of this study is to examine the effects of employing an augmented reality (AR) lens imaging system on inquiry-based learning concerning junior high school students' science achievement, science learning motivation, and inquiry skills. For this purpose, an AR lens imaging learning system was developed specifically for the lens imaging…
Descriptors: Foreign Countries, Junior High School Students, Junior High School Teachers, Computer Simulation
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Jun Peng; Meng Sun; Bei Yuan; Cher Ping Lim; Jeroen J. G. van Merriënboer; Minhong Wang – Education and Information Technologies, 2024
Project-based learning (PjBL) has been increasingly promoted and extended to online environments to enhance the quality of higher education. However, PjBL involves complex processes requiring higher-order thinking skills, which may pose challenges to many students especially in online settings with little prompt support from teachers. The problem…
Descriptors: College Students, Thinking Skills, Cognitive Processes, Active Learning
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Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
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Svetlana Rzanova; Elena Yushchik; Svetlana Markova; Albina Sergeeva – Education and Information Technologies, 2024
The globalization of contemporary education is ensured by the incorporation of cutting-edge pedagogical techniques and active learning technologies, such as case-method technology, into the teaching and learning process as a whole. The primary objective of this research endeavour was to assess the efficacy of the case method when employed in the…
Descriptors: Computer Simulation, Computer Uses in Education, Case Method (Teaching Technique), Engineering Education
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Davy Tsz Kit Ng; Jiahong Su; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Artificial intelligence (AI) education has gained popularity, and educators are developing activities to enhance students' AI literacy and promote collaboration in problem-solving. While current approaches using simulations and games can improve students' AI knowledge, they may not adequately prepare them for higher-level cognitive tasks. Only a…
Descriptors: Artificial Intelligence, Technological Literacy, Secondary School Students, Case Studies
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Jiangyue Liu; Jing Ma; Siran Li – Education and Information Technologies, 2025
This study developed a school-based AI curriculum suitable for senior high school students, with the primary objective of enhancing their mastery of knowledge and proficiency in AI, as well as their computational thinking abilities. The curriculum was designed with an awareness of the practical challenges encountered by the subject school in their…
Descriptors: Artificial Intelligence, Technology Uses in Education, Curriculum Design, Computation