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Wang, Karen D.; Cock, Jade Maï; Käser, Tanja; Bumbacher, Engin – British Journal of Educational Technology, 2023
Technology-based, open-ended learning environments (OELEs) can capture detailed information of students' interactions as they work through a task or solve a problem embedded in the environment. This information, in the form of log data, has the potential to provide important insights about the practices adopted by students for scientific inquiry…
Descriptors: Data Use, Educational Environment, Science Process Skills, Inquiry
de Freitas, Sara; Gibson, David; Du Plessis, Coert; Halloran, Pat; Williams, Ed; Ambrose, Matt; Dunwell, Ian; Arnab, Sylvester – British Journal of Educational Technology, 2015
With digitisation and the rise of e-learning have come a range of computational tools and approaches that have allowed educators to better support the learners' experience in schools, colleges and universities. The move away from traditional paper-based course materials, registration, admissions and support services to the mobile, always-on and…
Descriptors: Higher Education, Student Records, Data Analysis, Information Utilization
Hwang, Gwo-Jen; Panjaburee, Patcharin; Triampo, Wannapong; Shih, Bo-Ying – British Journal of Educational Technology, 2013
Diagnosing student learning barriers has been recognized as the most fundamental and important issue for improving the learning achievements of students. In the past decade, several learning diagnosis approaches have been proposed based on the concept-effect relationship (CER) model. However, past studies have shown that the effectiveness of this…
Descriptors: Mathematics, Learning Problems, Models, Concept Mapping
Kiili, Kristian – British Journal of Educational Technology, 2007
Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful…
Descriptors: Experiential Learning, Educational Games, Problem Solving, Models

Fardanesh, Hashem – British Journal of Educational Technology, 2002
Considers meaningful learning as the prime goal of education. Discusses characteristics of meaningful learning, including active, constructive, cumulative, goal oriented, and self-regulated; memory and organization of knowledge; problem solving ability; and models of instruction and learning theories, including novice versus expert. (LRW)
Descriptors: Learning Theories, Memory, Models, Problem Solving

Barker, Philip G.; Yeates, Harry – British Journal of Educational Technology, 1981
Describes the meaning of the term multimedia database and presents a model of its potential role in aiding message creation for the purposes of communicating educational material using many parallel channels. Some of the problems associated with the implementation of such systems are outlined. Seventeen references are listed. (Author/LLS)
Descriptors: Databases, Diagrams, Educational Media, Information Dissemination

Amory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia – British Journal of Educational Technology, 1999
Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)
Descriptors: College Students, Computer Games, Educational Games, Higher Education

Kerr, Stephen T. – British Journal of Educational Technology, 1983
Presents findings from study of design activities among 26 novice instructional designers which investigated prevalence of initial generation of more than one design solution; basis on which solutions are accepted or rejected; constraints encountered in proceeding with design; way in which designers know design is finished. Twelve references are…
Descriptors: Art, Artificial Intelligence, Building Design, Decision Making