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Wahid Yunianto; Adi Nur Cahyono; Theodosia Prodromou; Shereen El-Bedewy; Zsolt Lavicza – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2025
Creativity and problem-solving are 21st-century skills that we need to develop in our students. Research on computational thinking (CT) integration in school subjects and STEAM activities has shown a positive effect on students' problem-solving skills and creativity. Our study extends our previous work from the integration of CT in a mathematics…
Descriptors: Computation, Thinking Skills, STEM Education, Creativity
Maria Fahlgren; Mats Brunström – International Journal of Mathematical Education in Science and Technology, 2025
This paper provides some insights into the use of example-generating tasks in the design of a technology-rich learning environment to enhance students' mathematical thinking. The paper reports on an early stage of a design-based research project concerning the design of tasks and associated feedback utilising the affordances provided by a combined…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Computer Software
Wanicha Sakorn; Jirawan Srikram; Rattikan Sarnkong; Nuanhong Khamhong – Higher Education Studies, 2025
The purposes of the current study were to examine the effectiveness of the multimedia computer-based lessons on programming with Scratch in Technology integrated with the TGT cooperative learning technique based on the 80/80 efficiency criterion, to compare the learning achievement of Grade 7 students between those taught using multimedia…
Descriptors: Multimedia Instruction, Computer Assisted Instruction, Computer Science Education, Programming
Lisnani; Afiliana Likurnia Stevani; Benidiktus Tanujaya; Sri Adi Widodo – Mathematics Teaching Research Journal, 2025
The development of Android-based mathematics learning media aligns with the advancements of Industrial Era 5.0. This study aims to develop an Android-based mathematics learning media on geometry that is contextually relevant to tourist destinations. The methodology employed was the ADDIE approach, comprising five phases: analysis, design,…
Descriptors: Geometry, Tourism, Mathematics Instruction, Grade 4
Shujun Liu; Azzeddine Boudouaia; Xinya Chen; Yan Li – Asia-Pacific Education Researcher, 2025
The application of Automated Writing Evaluation (AWE) has recently gained researchers' attention worldwide. However, the impact of AWE feedback on student writing, particularly in languages other than English, remains controversial. This study aimed to compare the impacts of Chinese AWE feedback and teacher feedback on Chinese writing revision,…
Descriptors: Foreign Countries, Middle School Students, Grade 7, Writing Evaluation
Azetu Azashi Agyo; Emmanuel John Anagu – International Journal of Technology in Education and Science, 2025
As educational needs change, gamified immersive virtual reality (I-VR) can enhance learning by making it more interactive. Immersive virtual reality is used more in science than in the humanities. This study uses the Theory of Planned Behavior (TPB) to explore factors that affect students' intentions to use gamified I-VR, particularly in…
Descriptors: Gamification, Computer Simulation, Literacy, English Instruction
Yu-Jun Liao; Wernhuar Tarng; Tzu-Ling Wang – Education and Information Technologies, 2025
The purpose of this study is to examine the effects of employing an augmented reality (AR) lens imaging system on inquiry-based learning concerning junior high school students' science achievement, science learning motivation, and inquiry skills. For this purpose, an AR lens imaging learning system was developed specifically for the lens imaging…
Descriptors: Foreign Countries, Junior High School Students, Junior High School Teachers, Computer Simulation
Justin Pulley; Dee Jepsen; Amanda Bowling; Tracy Kitchel – Journal of Agricultural Education, 2025
Agriculture is one of the most hazardous industries in the United States for all workers, and even more so for young workers. In the U.S., legislation prescribes training for youth under the age of 16 working in hazardous situations in production agriculture. Virtual Reality (VR) technology has become an increasingly popular means of deploying…
Descriptors: Agricultural Education, Agricultural Machinery, Agriculture, Safety
Agustí Canals; Josep Cobarsí-Morales; Eva Ortoll – Online Learning, 2025
The idea of social capital as the value obtainable from an individual's social relationships has been used to study many organizational and social settings, but rarely virtual environments. We used data from an online higher education institution to examine how an individual's social capital derived from her position in the social structure…
Descriptors: Online Courses, Social Capital, Academic Achievement, Social Structure
Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
Hossein Kargar Behbahani; Sedigheh Karimpour – Education and Information Technologies, 2025
This study examined the effect of mobile-mediated dynamic assessment on reading comprehension and reading fluency skills of Iranian L2 learners. With 50 Iranian L2 learners, randomly assigned to the experimental and control groups, a pretest-posttest control group design was used. Whereas the control group received traditional instructor…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Reading Comprehension
Adriana Villavicencio; Wendy Martin; Cheri Fancsali; Maya Israel – Journal of Research on Technology in Education, 2025
Because of the rapid expansion of computer science (CS) education, educational leaders must consider how to recruit, prepare, and support teachers who typically do not have a background in CS. This study examines two professional development (PD) approaches used to introduce CS education to non-CS teachers. We aim to understand if/how each model…
Descriptors: Computer Science Education, Models, Faculty Development, Professional Autonomy
Murat Polat; Ibrahim Hakan Karatas; Nurgün Varol – Leadership and Policy in Schools, 2025
The incorporation of artificial intelligence (AI) into educational management offers personalized learning, adaptive tutoring, and efficient resource management. However, ethical considerations such as fairness, transparency, accountability, and privacy are crucial. This paper reviews literature and conducts a bibliometric analysis on ethical AI…
Descriptors: Ethics, Artificial Intelligence, Technology Uses in Education, Leadership
Jairo A. Navarrete-Ulloa; David M. Gómez; Llery Ponce; Felipe Munoz-Rubke; Pablo R. Dartnell – Journal of Numerical Cognition, 2025
Improving early mathematical competence is a major priority worldwide; thus, assessing early math abilities is critical. Although various international standardized instruments serve this purpose, their usage in underdeveloped countries is prohibitive due to their resource-intensive requirements. In this report, we explore the development of the…
Descriptors: Mathematics Skills, Mathematics Instruction, Preschool Children, Preschool Education
Kathryn Early; Amiee Sanders; W. Gary Martin – Mathematics Teacher: Learning and Teaching PK-12, 2025
Vectors have important applications both within and outside mathematics, but the concept of vectors is often taught to students in a less-than-engaging way, leading to students feeling inadequate and frustrated. This article describes the use of a mathematical microworld, "Driving with Vectors," to explore vectors using equitable…
Descriptors: Mathematics Instruction, Teaching Methods, Geometric Concepts, Algebra

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