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Showing 1 to 15 of 17 results Save | Export
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Ogi Danika Pranata – Pedagogical Research, 2024
Game-based learning has emerged as a promising approach to enhance students' engagement and understanding in educational settings. This study investigates the effectiveness of integrating physics education technology (PhET) simulations as game-based learning tools in teaching physics concepts related tao equilibrium system. A quasi-experimental…
Descriptors: Foreign Countries, Physics, Science Education, Game Based Learning
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Yoolim Kim; Vita V. Kogan; Cong Zhang – Applied Linguistics, 2024
Gamification of behavioral experiments has been applied successfully to research in a number of disciplines, including linguistics. We believe that these methods have been underutilized in applied linguistics, in particular second-language acquisition research. The incorporation of games and gaming elements (gamification) in behavioral experiments…
Descriptors: Gamification, Game Based Learning, Data Collection, Citizen Participation
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Pandora Dorouka; Michail Kalogiannakis – International Journal of Science Education, 2024
Nanoscience and Nanotechnology (NST) education is at the forefront of an emerging interdisciplinary frontier, ready to address global challenges. In this context, our research adopts a distinctive approach--using software applications in digital games to introduce young children to NST concepts and analyse resulting learning outcomes. The…
Descriptors: Science Education, Grade 2, Technology Uses in Education, Educational Technology
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Mirjam West; Petra Baettig-Frey – Educational Technology & Society, 2025
Preserving biodiversity is vital, and early education plays a key role in fostering environmental awareness. An Augmented Reality Outdoor Mission (AROM) has been created as an innovative educational tool for children between the ages 7 and 11. AROM combines entertainment and education and is designed to engage elementary schoolchildren and…
Descriptors: Computer Simulation, Science Education, Biodiversity, Biology
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Marilena Bratu; Cristina Hava Muntean; Cristian Buica-Belciu; Sabina Stan; Gabriel-Miro Muntean – IEEE Transactions on Education, 2024
Contributions: This article presents the results of a study carried out as part of two large-scale pilots and analyzes the impact of the use of modern technologies in education in term of knowledge acquisition in case of students with hearing disabilities. Background: Teaching topics from STEM area is a challenging task for all teachers who have…
Descriptors: Educational Technology, Technology Uses in Education, Students with Disabilities, Hearing Impairments
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Kalogiannakis, Michail; Papadakis, Stamatios; Zourmpakis, Alkinoos-Ioannis – Education Sciences, 2021
The implementation of gamification in education has attracted many researchers to increase engagement and achieve learning more effectively. Implementing technology in science curricula has seen a massive influx over the past years to stop the decline in students' motivation towards science learning and promote scientific thinking. This study's…
Descriptors: Game Based Learning, Science Education, Literature Reviews, Student Motivation
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Ai-Chu Elisha Ding; Kuo-Ting Tim Huang; Jessica DuBois; Huali Fu – Educational Technology Research and Development, 2024
Secondary science students still struggle to master scientific concepts and apply content-based knowledge. The instructional design behind the incorporation of innovative technology and the use of game-based learning (GBL) could be a key to increasing student acquisition of science knowledge. Using a mixed methods design, this study examined the…
Descriptors: Game Based Learning, Computer Simulation, Scaffolding (Teaching Technique), Student Motivation
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Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
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Baek, Youngkyun; Min, Ellen; Yun, Seongchul – Computers in the Schools, 2020
This study explored the educational potential of Minecraft, which has been widely used since its first release in 2009. Articles about Minecraft were searched for in ProQuest. Data were gathered from 28 articles that were indicative of three categories: integration into curriculum; student engagement, interest, and enthusiasm; and knowledge and…
Descriptors: Video Games, Technology Uses in Education, Learner Engagement, Skill Development
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Uçak, Esra – International Journal of Progressive Education, 2019
The present study aims to investigate the opinions of prospective science teachers about the use of QR codes in the teaching materials that they prepared in the "Instructional Technologies and Material Development" course. The study group consists of 38 (32 female, 6 male) 3rd-year prospective science teachers who attended the…
Descriptors: Instructional Materials, Science Teachers, Science Education, Foreign Countries
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Mechtley, Adam – Educational Media and Technology Yearbook, 2015
Some recent science education scholarship has called for a renewed focus on empowering learners to engage with science for personally and socially meaningful purposes. However, engaging with science in these ways requires that learners adopt epistemic aims in their activity, which we cannot take for granted. I argue here that serious games could…
Descriptors: Game Based Learning, Teaching Methods, Educational Technology, Technology Uses in Education
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Zayyad, Muhammad, Ed.; Unsal, Atilla Ayaz, Ed. – Online Submission, 2020
"Education Research Highlights in Mathematics, Science and Technology" is published annually from the selected papers invited by the editors. This edition includes 3 sections and 11 papers from the field of Educational Technology, Mathematics Education and Science Education, all submissions are reviewed by at least two international…
Descriptors: Educational Research, Mathematics Education, Science Education, Technology Education
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Lewin, Cathy; Smith, Andrew; Morris, Stephen; Craig, Elaine – Education Endowment Foundation, 2019
The Education Endowment Foundation (EEF) review of the impact of digital technology on learning, "The Impact of Digital Technology on Learning: A Summary for the Education Endowment Foundation. Full Report" (Higgins et al., 2012) (ED612174), found positive benefits but noted that how technology is used (the pedagogy) is key and that…
Descriptors: Technology Uses in Education, Educational Improvement, Influence of Technology, Foreign Countries
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Mack Shelley Ed.; Omer Tayfur Ozturk Ed.; Mustafa Lutfi Ciddi Ed. – International Society for Technology, Education, and Science, 2023
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on May 18-21, 2023 in Cappadocia, Turkey. The aim of the conference is to offer opportunities to share…
Descriptors: Conferences (Gatherings), Mathematics Education, Science Education, Technology Education
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2019
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "EdMedia + Innovate Learning" took place in Amsterdam, The…
Descriptors: Educational Technology, Technology Uses in Education, Foreign Countries, Technology Integration
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