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Julia Mañero; Carlos Escaño – Interactive Learning Environments, 2024
Intercreativity is a phenomenon with significant social, cultural and educational implications in the postdigital era. Its meaning refers to the fact of solving problems and making a collective production. However--in a historical and philosophical context that has led to the rise and importance of knowledge production--intercreativity is a…
Descriptors: Creativity, Cooperative Learning, Problem Solving, Teaching Methods
Ying-Lien Lin; Wei-Tsong Wang – Education and Information Technologies, 2024
Understandability and completeness are essential in modern collaborative digital platforms and their learning systems. These platforms have shaken up the traditional education setting, particularly in leveraging the coauthoring approach in problem-solving and streamlining the learning behavior of cowriting or corevising. Such a learning context…
Descriptors: Electronic Learning, Cooperative Learning, Problem Based Learning, Authors
Maria Valentina Toral Murillo; Melissa Fernandez Torres; Karen Itzel Mexicano Muro; Elvira Rodriguez Flores – Journal of Education and e-Learning Research, 2025
Innovations have been made to educational strategies in health sciences to increase intrinsic motivation in students which helps generate a significant and active learning in students with the help of methodologies, such as gamification, using escape rooms (ER) and the use of digital tools, such as the Sectra Table. The objective of this study is…
Descriptors: Foreign Countries, Medical Students, Nursing Students, Student Motivation
Hyacinth Balediata Bangero – Communication Teacher, 2024
ePUZSOLVED is designed to help students understand the general communication models and experience the advantages and disadvantages of each. It will highlight how various modes of communication, when used appropriately, may lead people to solve problems, as exemplified by the online puzzle. Courses: Introduction of Communication Models, Review of…
Descriptors: Puzzles, Interactive Video, Communication Strategies, Problem Solving
Adam C. Sales; Kirk P. Vanacore; Hyeon-Ah Kang; Tiffany A. Whittaker – International Educational Data Mining Society, 2024
The gold-standard evaluation of an educational technology product is a randomized study comparing students randomized to use a computer-based learning platform (CBLP) to students assigned to a "business as usual" condition, such as pencil-and-paper work, and estimating average treatment effects. However, not everyone uses the same CBLP…
Descriptors: Educational Technology, Problem Solving, Electronic Learning, Instructional Effectiveness
Antje Boomgaarden; Katharina Loibl; Timo Leuders – Interactive Learning Environments, 2023
PS-I learning approaches with an initial problem-solving phase (PS) followed by an instruction phase (I) can be optimised by providing adaptive (individualised) instruction that builds on students' problem-solving products. A computer-based implementation of both phases offers the possibility of adaptivity at the transition from the…
Descriptors: Computer Assisted Instruction, Technology Uses in Education, Fractions, Educational Environment
Frank, Tyler H. J. – Adult Literacy Education, 2022
To meet the demands of the 21st century, adult learners must display a range of sophisticated strategies for dealing with the digital world. With the switch to online instruction over the last months this need is only greater. In this article, I describe specific activities I implement with adult learners in a math and science class to help them…
Descriptors: Electronic Learning, Problem Solving, Adult Students, Digital Literacy
Stohlmann, Micah S. – School Science and Mathematics, 2023
Escape rooms have been receiving more attention for use in education. Escape rooms are games in which teams solve multiple puzzles and challenges using clues, hints, and strategy to determine how to escape from a locked room. The implementation of escape rooms has the potential for increasing students' mathematical understanding and engagement.…
Descriptors: Mathematics Education, Electronic Learning, Problem Solving, Game Based Learning
Tiemann, Rüdiger; Annaggar, Amany – Interactive Learning Environments, 2023
This paper proposes a framework for designing digital environments and illustrates this framework using the example of a video game (Alchemist). The increasing importance of digital environments for educational systems (e.g. for teaching and assessing twenty-first century skills) makes it necessary to have standards for their quality. These…
Descriptors: Video Games, Educational Games, Technology Uses in Education, Problem Solving
Adeolu Tolu Ebenezer Oyebode – ProQuest LLC, 2024
The COVID-19 pandemic led to an increase in Online learning. With this increase comes several challenges for instructors and students such as connectivity issues and student engagement. Organizations are spending millions of dollars developing emerging technologies such as emotion AI and other AI applications without taking cognizance of users'…
Descriptors: Teaching Methods, Synchronous Communication, Electronic Learning, Emotional Intelligence
Hamed Hosseini Zarrabi; Morteza Rezaei-Zadeh; Abasalt Khorasani – Technology, Pedagogy and Education, 2024
While effective interaction is the most important element of any learning environment, its importance in e-learning has been often ignored. As a result, many e-learning environments suffer from lack of impactful interactions, leading to diminished student engagement. This study aims to address this gap by investigating methods to optimise…
Descriptors: Teaching Methods, Problem Solving, Interaction, Electronic Learning
Chiara Giberti; Ferdinando Arzarello; Silvia Beltramino; Giorgio Bolondi – Educational Studies in Mathematics, 2025
Whole-class mathematical discussion in a problem-solving activity is recognized as a powerful pedagogical activity but also a challenge for teachers who must consider several difficulties that learners might face, particularly in terms of an overload of Working Memory and Executive Functions. This study investigates how the use of a digital…
Descriptors: Mathematics Education, Discussion (Teaching Technique), Mathematics Instruction, Classroom Communication
Flor, Michael; Andrews-Todd, Jessica – Journal of Computer Assisted Learning, 2022
Background: Collaborative problem solving (CPS) is important for success in the 21st century, especially for teamwork and communication in technology-enhanced environments. Measurement of CPS skills has emerged as an essential aspect in educational assessment. Modern research in CPS relies on theory-driven measurements that are usually carried out…
Descriptors: Automation, Documentation, Cooperative Learning, Teamwork
Rebecca K. Y. Lee; Bernard Y. N. Ng; Minghui Daisy Chen – Biochemistry and Molecular Biology Education, 2025
During COVID-19 pandemic, there was a change in the teaching mode from face-to-face to online teaching. It was especially challenging for teachers to motivate students to learn through distance learning. This shift in teaching mode also lowered student-student and student-teacher interactions. In this project, a biochemistry courseware,…
Descriptors: COVID-19, Pandemics, Independent Study, Cooperative Learning
Charles Montel; Benjamin Cartiaux; Giovanni Mogicato – Anatomical Sciences Education, 2025
Anatomy plays a key role in veterinary training, and alternatives to traditional teaching methods, such as game-based learning and escape rooms, are emerging as innovative and effective methods. However, the effectiveness of these approaches, particularly in areas such as veterinary anatomy, remains under-researched. The aim of this study was to…
Descriptors: Instructional Effectiveness, Educational Games, Electronic Learning, Virtual Classrooms

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