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Seyedahmad Rahimi; Justice T. Walker; Lin Lin-Lipsmeyer; Jinnie Shin – Creativity Research Journal, 2024
Digital sandbox games such as "Minecraft" can be used to assess and support creativity. Doing so, however, requires an understanding of what is deemed creative in this game context. One approach is to understand how Minecrafters describe creativity in their communities, and how much those descriptions overlap with the established…
Descriptors: Creativity, Video Games, Computer Games, Evaluation Methods
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Jacob Whitehill; Jennifer LoCasale-Crouch – Journal of Educational Data Mining, 2024
With the aim to provide teachers with more specific, frequent, and actionable feedback about their teaching, we explore how Large Language Models (LLMs) can be used to estimate "Instructional Support" domain scores of the CLassroom Assessment Scoring System (CLASS), a widely used observation protocol. We design a machine learning…
Descriptors: Artificial Intelligence, Teacher Evaluation, Models, Transcripts (Written Records)
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Blanco-Anaya, Paloma; Justi, Rosária; Díaz de Bustamante, Joaquín – International Journal of Science Education, 2017
Modelling-based teaching activities have been designed and analysed from distinct theoretical perspectives. In this paper, we use one of them--the model of modelling diagram (MMD)--as an analytical tool in a regular classroom context. This paper examines the challenges that arise when the MMD is used as an analytical tool to characterise the…
Descriptors: Educational Opportunities, Barriers, Models, Video Technology