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Showing 1 to 15 of 42 results Save | Export
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Caitlin Snyder; Clayton Cohn; Joyce Horn Fonteles; Gautam Biswas – Grantee Submission, 2025
Recently, there has been a surge in developing curricula and tools that integrate computing (C) into Science, Technology, Engineering, and Math (STEM) programs. These environments foster authentic problem-solving while facilitating students' concurrent learning of STEM+C content. In our study, we analyzed students' behaviors as they worked in…
Descriptors: Learning Analytics, Problem Solving, STEM Education, Computation
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Corey Schimpf; Ruby Castellani; Molly H. Goldstein – International Journal of Technology and Design Education, 2025
Worldwide, engineering design is seeing an increase in pre-college settings due to changing educational policies and standards. Additionally, these projects can help students develop critical skills for a broad range of problem settings, such as design thinking and reflection. In design and other contexts, reflection is a mental process where…
Descriptors: Engineering Education, Reflection, Educational Technology, Learning Analytics
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Juan Andrés Talamás-Carvajal; Héctor G. Ceballos; María-Soledad Ramírez-Montoya – Journal of Learning Analytics, 2024
Complex thinking competency enhances the high cognitive capacities necessary for the future of education. This study aimed to analyze these capacities through its sub-competencies (critical, systemic, and scientific thinking). We worked with the Cross Industry Standard Process for Data Mining methodology, with an original database of class data of…
Descriptors: Thinking Skills, Critical Thinking, Learning Analytics, Curriculum
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Yuqin Yang; Yewen Chen; Xueqi Feng; Daner Sun; Shiyan Pang – Journal of Computing in Higher Education, 2024
Helping students gradually develop collective knowledge is critical but generally faces great challenges. Employing a quasi-experimental design, this study investigated the impacts and mechanisms of analytics-supported reflective assessment on the collective knowledge advancement of undergraduates. The experimental group (n = 55) engaged in…
Descriptors: Undergraduate Students, Learning Processes, Learning Analytics, Learner Engagement
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Sergio Tirado-Olivares; Carlota López-Fernández; José Antonio González-Calero; Ramón Cózar-Gutiérrez – Education and Information Technologies, 2024
History teaching from early educational stages not only should assess the student's ability to memorise historical content, but also their ability to think historically. Traditional summative tests do not enable teachers to continuously monitor the progress of students. This study evaluates the effect in history learning of incorporating learning…
Descriptors: Learning Analytics, Elementary Education, Formative Evaluation, History Instruction
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Sohum Bhatt; Katrien Verbert; Wim Van Den Noortgate – Journal of Learning Analytics, 2024
Computational thinking (CT) is a concept of growing importance to pre-university education. Yet, CT is often assessed through results, rather than by looking at the CT process itself. Process-based assessments, or assessments that model how a student completed a task, could instead investigate the process of CT as a formative assessment. In this…
Descriptors: Learning Analytics, Student Evaluation, Computation, Thinking Skills
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Maya Usher; Noga Reznik; Gilad Bronshtein; Dan Kohen-Vacs – Journal of Learning Analytics, 2025
Computational thinking (CT) is a critical 21st-century skill that equips undergraduate students to solve problems systematically and think algorithmically. A key component of CT is computational creativity, which enables students to generate novel solutions within programming constraints. Humanoid robots are increasingly explored as promising…
Descriptors: Computation, Thinking Skills, Creativity, Robotics
Y. Vijaya Lakshmi; Ishfaq Majid – Online Submission, 2025
Games play a very important role in promoting incidental learning and help in exploring both the conscious and subconscious processes such as insight of a learner. Digital Game-Based Learning and assessments are now an integral part of educational practices. When designed effectively digital games can take the learners from the stage of…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Thinking Skills
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Ben-Yaacov, Anat; Hershkovitz, Arnon – Journal of Educational Computing Research, 2023
Block programming has been suggested as a way of engaging young learners with the foundations of programming and computational thinking in a syntax-free manner. Indeed, syntax errors--which form one of two broad categories of errors in programming, the other one being logic errors--are omitted while block programming. However, this does not mean…
Descriptors: Programming, Computation, Thinking Skills, Error Patterns
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Matthew Mauntel; Michelle Zandieh – International Journal of Research in Undergraduate Mathematics Education, 2024
In this article we analyze how students reason about linear combinations across multiple digital environments. We present the work of three groups of undergraduate students in the Southeast United States (US) who were considered ready to take linear algebra. The students played the game "Vector Unknown," reflected upon aspects of their…
Descriptors: Video Games, Algebra, Mathematics Instruction, Teaching Methods
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Yilmaz, Ramazan – Journal of Computer Assisted Learning, 2020
This research aims to investigate into the effect of using learning analytics (LA)-based process feedback on students' perceptions of community of inquiry (teaching, social and cognitive presence) and their reflective thinking skills. By using a mixed-method research approach (QUAN + qual), this study was conducted as an experimental design with…
Descriptors: Undergraduate Students, Communities of Practice, Inquiry, Reflection
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Shuai He; Yu Lu – Interactive Learning Environments, 2024
Currently, generative AI has undergone rapid development. Numerous studies have attested to the benefits of Gen AI in programming, mathematics and other disciplines. However, since Gen AI mostly uses English as the intrinsic training parameter, it is more effective in facilitating the teaching of courses that use international common notation, but…
Descriptors: Instructional Effectiveness, Technology Uses in Education, Artificial Intelligence, Humanities Instruction
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Kim, Yoon Jeon; Knowles, Mariah A.; Scianna, Jennifer; Lin, Grace; Ruipérez-Valiente, José A. – British Journal of Educational Technology, 2023
Game-based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of…
Descriptors: Learning Analytics, Validity, Generalizability Theory, Game Based Learning
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Liu, Zhichun; Moon, Jewoong – Educational Technology & Society, 2023
In this study, we have proposed and implemented a sequential data analytics (SDA)-driven methodological framework to design adaptivity for digital game-based learning (DGBL). The goal of this framework is to facilitate children's personalized learning experiences for K-5 computing education. Although DGBL experiences can be beneficial, young…
Descriptors: Learning Analytics, Design, Game Based Learning, Computation
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Amos Oyelere Sunday; Friday Joseph Agbo; Jarkko Suhonen – Technology, Knowledge and Learning, 2025
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students' CT learning through knowledge sharing and the creation of…
Descriptors: Thinking Skills, Computer Science Education, Research Reports, Teaching Methods
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