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Mimouni, Abderrahim – Education and Information Technologies, 2022
This study investigated whether reflective class feedback (RCF) boosts the effectiveness of mobile gamified quizzing in enhancing active learning in higher education. A quasi-experimental non-equivalent group design was adopted in this study to measure the effect of mobile gamified quizzing with and without RCF on students' achievement. Two intact…
Descriptors: Handheld Devices, Active Learning, Gamification, Tests
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Garces, Sebastian; Vieira, Camilo; Ravai, Guity; Magana, Alejandra J. – Education and Information Technologies, 2023
Worked examples can help novice learners develop early schemata from an expert's solution to a problem. Nonetheless, the worked examples themselves are no guarantee that students will explore these experts' solutions effectively. This study explores two different approaches to supporting engineering technology students' learning in an…
Descriptors: Learner Engagement, Active Learning, Programming, Engineering Education
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Nikola Luburic; Jelena Slivka; Luka Doric; Simona Prokic; Aleksandar Kovacevic – Education and Information Technologies, 2025
Project-based learning (PBL) is a learning technology praised for its ability to grow domain-specific and domain-general skills and related knowledge and attitudes. However, consistently designing effective PBL experiences is challenging, primarily due to the lack of instructor support and guidance for designing PBL experiences aligned with…
Descriptors: Computer Software, Computer Uses in Education, Engineering Education, Active Learning
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Malik, Khalid Mahmood; Zhu, Meina – Education and Information Technologies, 2023
The need for computer science (CS) education, especially computer network education, is increasing. However, the challenges of teaching students with diverse backgrounds and engaging them in hands-on activities to apply theories into practices exist in CS education. The study addressed the challenges by using project-based learning (PBL) and…
Descriptors: Student Projects, Active Learning, Experiential Learning, Computer Science Education
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Ying-Lien Lin; Wei-Tsong Wang; Chih-Chen Kuo; Pi-Hsin Chen – Education and Information Technologies, 2025
This study explores the factors influencing students' online game-based learning (OGBL) performance. At present, motivating students to engage in learning actively represents a significant challenge faced by teachers and other stakeholders. Additionally, the findings of a variety of OGBL studies have been inconsistent or contradictory,…
Descriptors: Formative Evaluation, Incentives, Game Based Learning, Electronic Learning
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Svetlana Rzanova; Elena Yushchik; Svetlana Markova; Albina Sergeeva – Education and Information Technologies, 2024
The globalization of contemporary education is ensured by the incorporation of cutting-edge pedagogical techniques and active learning technologies, such as case-method technology, into the teaching and learning process as a whole. The primary objective of this research endeavour was to assess the efficacy of the case method when employed in the…
Descriptors: Computer Simulation, Computer Uses in Education, Case Method (Teaching Technique), Engineering Education
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Kang, Younah; Lee, Keeheon – Education and Information Technologies, 2020
While Computational thinking (CT) has been adopted in various educational settings, it has not been fully utilized in entrepreneurship education. In particular, technology entrepreneurship education involves project-based learning for creating business value. To help students improve learning outcomes, we propose a new framework of…
Descriptors: Technology, Entrepreneurship, Computation, Thinking Skills
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Elena Carrión Candel; Cristina de-la-Peña; Beatriz Chaves Yuste – Education and Information Technologies, 2024
The scientific literature reveals the impact of applying game-based videos and gamification on undergraduates' learning. This work proposes, within an online context, using these educational strategies to make students the active protagonists of their learning. Therefore, this paper aims to analyze the students' perception of the effectiveness of…
Descriptors: Preservice Teachers, Student Attitudes, Active Learning, Teaching Methods
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Huang, Qiang – Education and Information Technologies, 2022
Student participation, as a significant indicator of class learning, has been investigated from various perspectives. The present research seeks to explore student participation by drawing on text data from the chat box of an online learning platform. The two main research questions concern the main types of student participation indicated by the…
Descriptors: Online Courses, Computer Mediated Communication, English (Second Language), Second Language Learning
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Morales-Botello, María Luz; Moreno Martínez, Carlos – Education and Information Technologies, 2023
Communication and planning are skills expected among graduates. However, a skills deficit continues to be present among students. To address this problem, here we considered the final year project (FYP), a widely used way of working on skills in STEM degrees. Furthermore, we took into account recent research that highlights the importance of…
Descriptors: STEM Education, Student Attitudes, Student Surveys, Undergraduate Students
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Maussumbayev, Rysbek; Toleubekova, Rymshash; Kaziyev, Karas; Baibaktina, Axaule; Bekbauova, Altynshash – Education and Information Technologies, 2022
The aim of this article is to theoretically and practically justify the development of a future social pedagogue's research capacity in the context of digital technologies. Practical implementation of a model for building social pedagogues' research capacity within the framework of an online educational course can provide effective training of…
Descriptors: Educational Research, Educational Technology, Capacity Building, Online Courses
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Obada, David O.; Bako, Raymond B.; Ahmed, Abdulkarim S.; Anafi, Fatai O.; Eberemu, Adrian O.; Dodoo-Arhin, David; Oyedeji, Ayodeji N.; Salami, Kazeem A.; Samuel, Bassey O.; Samuel, Emmanuel T.; Obada, Israel B. – Education and Information Technologies, 2023
Research and academia have been recently affected by the Coronavirus (COVID-19), and physical classrooms and laboratory experiments have been affected significantly due to the recent laboratory closures. This has led to innovative approaches to curb this problem. To address these difficulties in teaching bioengineering related courses that is of…
Descriptors: Engineering Education, Teaching Methods, Distance Education, Active Learning
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Songkram, Noawanit; Chootongchai, Suparoek – Education and Information Technologies, 2020
In today's society, innovation and creativity are needed in many areas, Unfortunately, graduated students miss out on employment opportunities due to a lack of creativity (Bateman 2013). Base on literature review, classroom observation and administrator s' feedback, there are three areas to support student 's creativity: Learner Engagement,…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Innovation