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Nofouz Mafarja; Mimi Mohaffyza Mohamad; Haryanti Mohd Affandi; Raja Haslinda Raja Mohd Ali; Adnan Ahmad – SAGE Open, 2025
The Cybergogy approach is a teaching and learning methodology that integrates technology and pedagogy to promote critical thinking skills and inventive problem-solving among Technical and Vocational Education and Training (TVET) learners. This approach leverages the affordances of digital technologies such as virtual reality, simulations, and…
Descriptors: Thinking Skills, Problem Solving, Career and Technical Education, Educational Technology
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Zehui Zhan; Yao Tong; Xixin Lan; Baichang Zhong – Interactive Learning Environments, 2024
In recent years, Game-Based Learning (GBL) has been widely adopted in various educational settings. This paper aims to review empirical studies that adopt GBL in the field of AI education and explore its future research perspectives. After a systematic keyword search in the online database and a snowballing approach, a total of 125 empirical…
Descriptors: Game Based Learning, Robotics, Teaching Methods, Artificial Intelligence
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Chyanna Wee; Lillian Yee Kiaw Wang; Huey Fang Ong – ACM Transactions on Computing Education, 2025
This study presents the development of a student-centric framework for utilizing virtual reality (VR) technologies in education, specifically focusing on enhancing computational thinking skills. While numerous frameworks exist in this domain, they often lack consideration of student preferences, which are integral for fostering learner autonomy.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Computation
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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
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Barlow, Elizabeth K.; Barlow, Angela T.; Nadelson, Louis S. – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2023
Advancements in computing have led to increased interest in integrating computational thinking in the K-12 curriculum. Computational thinking can be defined as a problem-solving process with the goal of developing algorithms that can be coded for computer use. With its emphasis on problem solving, the processes associated with computational…
Descriptors: Computation, Thinking Skills, Student Attitudes, Preservice Teachers
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Chih-Ming Chen; Ming-Yan Huang – International Journal of STEM Education, 2024
Background: Computational thinking (CT) is crucial to fostering critical thinking and problem-solving skills. Many elementary schools have been cultivating students' CT through block-based programming languages such as Scratch using traditional teacher-centered teaching methods. However, the approach excessively relies on teacher lectures, so the…
Descriptors: Computation, Thinking Skills, Programming, Learning Processes
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Agbo, Friday Joseph; Olaleye, Sunday Adewale; Bower, Matt; Oyelere, Solomon Sunday – Smart Learning Environments, 2023
Researchers are increasingly exploring educational games in immersive virtual reality (IVR) environments to facilitate students' learning experiences. Mainly, the effect of IVR on learning outcomes has been the focus. However, far too little attention has been paid to the influence of game elements and IVR features on learners' perceived…
Descriptors: Student Attitudes, Technology Uses in Education, Cognitive Processes, Teaching Methods
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Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
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Rafael Herrero-Álvarez; Rafael Arnay; Eduardo Segredo; Gara Miranda; Coromoto Leon – IEEE Transactions on Learning Technologies, 2025
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free…
Descriptors: Secondary School Students, STEM Education, Computer Science Education, Robotics
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Pattarapol Yamwongsri; Hsiu-Ling Chen – Journal of Educational Computing Research, 2025
Inquiry-Based Learning (IBL) is known to develop advanced cognitive skills, particularly in complex subjects like geography. However, integrating Spherical Video-Based Virtual Reality (SVVR) with IBL remains underexplored. This study proposed an SVVR-based IBL approach to enhance geography education for high school students in Thailand. A…
Descriptors: Computer Simulation, Video Technology, Active Learning, Inquiry
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Zeynep Bahar Ersen; Yasemin Alp – Malaysian Online Journal of Educational Technology, 2024
The goal of the study is to examine a comprehensive review of research involving augmented reality (AR) in mathematics teaching during the previous 10 years. For this purpose, the research was conducted using a systematic review technique. It synthesized a set of 60 articles from 2012 to 2021. Two researchers used content analysis to analyze the…
Descriptors: Literature Reviews, Computer Simulation, Mathematics Instruction, Educational Technology
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Kangkang Li; Qian Yang; Xianmin Yang – IEEE Transactions on Learning Technologies, 2024
The student-generated question (SGQ) strategy is an effective instructional strategy for developing students' higher order cognitive and critical thinking. However, assessing the quality of SGQs is time consuming and domain experts intensive. Previous automatic evaluation work focused on surface-level features of questions. To overcome this…
Descriptors: Computer Simulation, Artificial Intelligence, Computer Assisted Testing, Automation
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Vanessa Ayer Miller; Timothy Marks; Dorothea K. Thompson – Journal of Microbiology & Biology Education, 2025
Interest in virtual laboratory simulations as a pedagogical tool continues to grow, given the advantages of flexibility, scalability, technology integration, and interactive visualizations. We developed a laboratory model that integrates virtual lab simulations (VLS) and traditional in-person (IP) lab experiences for targeted skill development. In…
Descriptors: Microbiology, Science Achievement, Student Attitudes, Blended Learning
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do Amaral , João Alberto Arantes; Fregni, Felipe – International Journal of Instruction, 2021
This article presents findings regarding a Systems Thinking graduate course that took place in 2019, involving 11 graduate students from the University of São Paulo. The course followed a combination of problem-based learning and simulation-based learning approaches. The students were challenged to model the dynamics portrayed in short-films,…
Descriptors: Thinking Skills, Skill Development, Problem Based Learning, Graduate Students
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Huang, Yueh-Min; Silitonga, Lusia M.; Murti, Astrid T.; Wu, Ting-Ting – Journal of Educational Computing Research, 2023
Higher-order thinking skills (HOTS) are reliable predictors of success in school and the workplace. A typical technique for encouraging higher-order thinking is to use instructional design interventions that engage learners in simple cognitive activities. Business simulation game (BSG) is one of the types of interactive learning environments that…
Descriptors: Learner Engagement, Undergraduate Students, Business Administration Education, Educational Games
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