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Weng, Chunmeng; Chen, Congying; Ai, Xianfeng – International Journal of Technology and Design Education, 2023
This paper illustrates the design-based learning (DBL) approach to promoting the deep learning of students and improving the quality of teaching in engineering design education. We performed three aspects of research with students in a typical educational activity. The first study investigated students' deep learning before and after the DBL…
Descriptors: Learning Processes, Teaching Methods, Educational Quality, Design
Xiaoli Huang; Wei Xu; Ruijia Liu – International Journal of Distance Education Technologies, 2025
This article presents a meta-analysis of the existing literature using Stata 18.0, focusing on the effects of ITSs on learning attitudes, knowledge acquisition, learner motivation, performance, problem-solving skills, test scores, and educational outcomes across different countries and educational levels (k = 30, g = 0.86). The findings suggest…
Descriptors: Intelligent Tutoring Systems, Outcomes of Education, Learning Motivation, Student Attitudes
Lee Cheng – Technology, Pedagogy and Education, 2024
The rapid advancement of mobile and computing technologies has made the enjoyment of music in the video gaming experience more accessible and affordable, and has raised the interest of educators in the affordances of music-related games for informal music learning. This study aimed to examine the educational affordances of music-related games…
Descriptors: Video Games, Computer Software, Music Education, Music
Yang, Qi-Fan; Lian, Li-Wen; Zhao, Jia-Hua – International Journal of Educational Technology in Higher Education, 2023
According to previous studies, traditional laboratory safety courses are delivered in a classroom setting where the instructor teaches and the students listen and read the course materials passively. The course content is also uninspiring and dull. Additionally, the teaching period is spread out, which adds to the instructor's workload. As a…
Descriptors: Undergraduate Students, Gamification, Artificial Intelligence, Robotics
Lopez-Fernandez, Daniel; Gordillo, Aldo; Perez, Jennifer; Tovar, Edmundo – IEEE Transactions on Education, 2023
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work presents comparative data and findings obtained from 217 students who played the game in a face-to-face format…
Descriptors: Computer Science Education, Game Based Learning, Online Courses, In Person Learning
Jihoon Kang; Jina Kim – Journal of Baltic Science Education, 2024
While existing studies have underscored the educational benefits of generating explanatory hypotheses (EHs) in response to unexpected outcomes, empirical research on the underlying mechanisms driving their effectiveness in science learning remains limited. Thus, this study aimed to empirically examine the effectiveness of generating an EH for…
Descriptors: Science Instruction, Learning Processes, Protocol Analysis, Scientific Concepts
Fatimah H. Aldeeb; Omar M. Sallabi; Monther M. Elaish; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2024
Background: This paper examines the use of augmented reality (AR) as a concept-association tool in schools, with the aim of enhancing primary school students' learning outcomes and engagement. Conflicting findings exist in previous studies regarding the cognitive load of AR-enriched learning, with some reporting reduced load and others indicating…
Descriptors: Artificial Intelligence, Computer Software, Teaching Methods, Learning Processes
Bülbül, Ali Haydar; Kuzu, Abdullah – Participatory Educational Research, 2021
This study aims to investigate the effect of different formats of emotionally designed educational animations in terms of the emotional worthiness of the material, retention and transfer, intrinsic motivation, subject interest and cognitive load. In this direction, an experimental research approach was adopted. Five emotionally diverged animations…
Descriptors: Design, Animation, Multimedia Instruction, Instructional Effectiveness
Katarzyna Gajda – International Association for Development of the Information Society, 2024
The integration of mobile technology in language education represents notable progress, providing a versatile tool for learners of different ages to acquire a language. The poster will focus on research evaluating the efficacy of the Duolingo mobile app in augmenting Russian language proficiency for A1 and B1 level students at the University of…
Descriptors: Second Language Instruction, Second Language Learning, Computer Software, Computer Assisted Instruction
Wang, Zhen; Cao, Yang; Gong, Shaoying – Journal of Educational Computing Research, 2023
Although learner characteristics have been identified as important moderator variables for feedback effectiveness, the question of why learners benefit differently from feedback has only received limited attention. In this study, we investigated: (1) whether learners' dominant goal orientation moderated the effects of computer-based elaborated…
Descriptors: Goal Orientation, Feedback (Response), Cues, Student Characteristics
An, Yunjo – International Journal of Technology in Education, 2020
Gamification has been used in a variety of settings, including business, healthcare, and education. Although there are successful gamification examples, many gamification projects fail due to poor design. Despite the importance of thoughtful design of gamification, previous research on gamification in education has not paid sufficient attention to…
Descriptors: Teaching Methods, Instructional Design, Competition, Game Based Learning
Zhang, Rui – Language Learning & Technology, 2020
It is widely accepted that effective blended learning initiates students into constructivist learning experiences by integrating face-to-face approaches with online technology. The Community of Inquiry (CoI) framework combines teaching, social, and cognitive presences to explore students' blended learning experiences from the perspectives of…
Descriptors: Blended Learning, Active Learning, Inquiry, English for Special Purposes
Ordu, Uchechi Bel-Ann – Bulgarian Comparative Education Society, 2021
The activity and method of teaching and learning identifies the input factors (students, teachers, instructional materials), the process (research, leadership, student services), and the output factors (employable graduates, knowledge creation and economic growth). Teaching and learning activity is also seen in the skills, attitudes and research…
Descriptors: Teaching Methods, Instructional Materials, Learning Processes, Student Attitudes
Kevin R. Hirschi – ProQuest LLC, 2024
Millions engage in learning a Second Language (L2) using their mobile devices with a wide range of success. Concomitantly, there exists a growing interest in research on the effects of mobile-assisted language learning and predictors of learner outcomes (e.g., Loewen et al., 2020; Sudina & Plonsky, 2023). However, few of these apps and studies…
Descriptors: Native Language, Spanish, Second Language Learning, English (Second Language)
Richter, Juliane; Lachner, Andreas; Jacob, Leonie; Bilgenroth, Friederike; Scheiter, Katharina – Journal of Computer Assisted Learning, 2022
Background: Engaging students in computer-assisted guided inquiry learning has great potential to scaffold their scientific understanding: Students are expected to improve their scientific problem-solving skills, and at the same time gain a deep conceptual understanding of the subject-matter. Additional generative activities such as creating video…
Descriptors: Self Concept, Problem Solving, Video Technology, Computer Assisted Instruction