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Ríos Félix, José Mario; Zatarain Cabada, Ramón; Barrón Estrada, María Lucía – Education and Information Technologies, 2020
Digital literacy is a need for our current society. In Mexico, digital incursion programs are barely implemented, which represents an educational delay compared to other countries that have faced the need to integrate the teaching of digital skills, in a wide range of educational levels. This paper presents a learning environment of Computational…
Descriptors: Foreign Countries, Elementary School Students, Teaching Methods, Thinking Skills
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Arvanitaki, Maria; Zaranis, Nicholas – Education and Information Technologies, 2020
The purpose of this study is to investigate if information and communications technology (ICT) helps improve students' achievement in geometry regarding solids' nets. Our research compares the achievement of the students in the experimental group taught using our ICT intervention to students in the control group taught by traditional teaching…
Descriptors: Technology Integration, Computer Simulation, Geometry, Mathematics Instruction
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Cooney, Adeline; Darcy, Eamon – Journal of University Teaching and Learning Practice, 2020
This qualitative descriptive study explored the value of games as pedagogical tools to teach team working and foster collaborative learning in a higher education classroom. Groups of three or four students (n = 181) were asked to participate in a simple low-tech serious game which required them to solve a puzzle. The puzzle simulated 'good'…
Descriptors: Educational Benefits, Cooperative Learning, Educational Games, Teamwork
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Lux, Joelle-Denise; Budke, Alexandra – Education Sciences, 2020
The current socio-ecological challenges and phenomena that are major topics of geography education, like climate change and migration, are highly complex. Maturity in these contexts requires a networked way of thinking, and a systemic competence that is difficult to develop in geography classes alone. Digital games that simulate complex systems…
Descriptors: Geography Instruction, Computer Games, Computer Simulation, Informal Education
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Fearon, Colm; van Vuuren, Wim; McLaughlin, Heather; Nachmias, Stefanos – Studies in Higher Education, 2020
Drawing on elements of self-determined learning or heutagogy, the graduate employability impact of the UK's leading Universities Business Challenge (UBC) competition is investigated over a five year period of from 2012-17. A central research question was addressed, namely: "what do inter-university business simulations, such as the UBC,…
Descriptors: Foreign Countries, College Students, Employment Potential, Skill Development
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Kumar, Vishnu P.; Zuercher, Jennifer; Gopalan, Chaya – HAPS Educator, 2020
Possessing awareness about the human body is important for the maintenance of good health. To increase such awareness in children's daily lives, we developed and implemented a two-hour activity session for a group of nine Cub Scouts. Three graduate students, one undergraduate student, and one high school student assisted faculty during this…
Descriptors: Youth Clubs, Males, Organizations (Groups), Extracurricular Activities
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Al-Imamy, Samer Y. – Education and Information Technologies, 2020
Traditional printed textbooks represented a static medium of knowledge transfer for many years. The advent of technology introduced several digital material encouraged the educational institution to plan for the transfer to e-book and other related digital media. Both printed and digital materials have their own advantages and disadvantages as…
Descriptors: Printed Materials, Electronic Publishing, Textbooks, Computer Simulation
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AlNajdi, Sameer M.; Alrashidi, Malek Q.; Almohamadi, Khalid S. – Interactive Learning Environments, 2020
Augmented reality (AR) has shown potential for aiding users in their assembly tasks. It provides a magic-lens view of the physical object. Thus, assembly tasks become less demanding. An assembly task using AR provides a pre-defined sequence of actions with a minimum amount of information to do the task. Thus, there is a need to exploit the…
Descriptors: Computer Simulation, Robotics, Educational Technology, Technology Uses in Education
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Vallée-Tourangeau, Frédéric; March, Paul L. – Journal of Creative Behavior, 2020
Models of creative problem solving are predicated upon mental states to explain everything from the outcome of problem-solving experiments to the emergence of artistic creativity. We present two converging perspectives that describe a profoundly different ontological description of creativity. Our analysis proceeds from a distinction between…
Descriptors: Creativity, Problem Solving, Short Term Memory, Psychometrics
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Wall, Gina; Hale, Alex – International Journal of Art & Design Education, 2020
This paper conceptualises practice in the space between and beyond Art & Archaeology as a zone where disciplinary certainties and known practices are unsettled, expanded and re-cast. We will outline our current thinking about heritage landscapes as places and temporalities for engagement in the practice of what Henk Slager calls the…
Descriptors: Art, Archaeology, Archives, Art Education
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Di Vincenzo, Antonella; Floriano, Michele A. – Journal of Chemical Education, 2020
An application for visualizing the dynamic properties of an equimolar binary mixture of isotropic reactive particles is presented. By introducing a user selectable choice for the activation energy, the application is useful to demonstrate qualitatively that the reaction rate depends on the above choice and on temperature. The application is based…
Descriptors: High School Students, Undergraduate Students, Molecular Structure, Chemistry
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Dai, Ruxi; Laureanti, Joseph A.; Kopelevich, Max; Diaconescu, Paula L. – Journal of Chemical Education, 2020
A virtual reality (VR) session was introduced to an advanced inorganic chemistry class, a class available to junior and senior undergraduate students at the University of California, Los Angeles. The VR session helped the students to learn complicated aspects of metal coordination chemistry and molecular orbitals via an immersive three-dimensional…
Descriptors: Science Instruction, College Science, Undergraduate Study, Inorganic Chemistry
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Evert, Amanda Faith; Gray-Graves, Amy; Shapiro, Jon M. – Journal of Education for Business, 2020
Three intrastate universities developed a corporate social responsibility (CSR) simulation in an upper-division, undergraduate online markets and stakeholders class. The simulation engaged students in serving as business leaders in a community devastated by an earthquake. The students selected business leadership roles within the simulation based…
Descriptors: Undergraduate Students, Business Administration Education, Marketing, Ethics
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Kuang, Xiulin; Eysink, Tessa H. S.; de Jong, Ton – Journal of Computer Assisted Learning, 2020
Hypothesis generation is an important but difficult process for students. This study investigated the effects of providing students with support for hypothesis generation, with regard to the testability and complexity of the generated hypotheses, the quality of the subsequent inquiry learning processes and knowledge acquisition. Fifty-two…
Descriptors: Hypothesis Testing, Simulation, Inquiry, Active Learning
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Crowston, Kevin; Østerlund, Carsten; Lee, Tae Kyoung; Jackson, Corey; Harandi, Mahboobeh; Allen, Sarah; Bahaadini, Sara; Coughlin, Scott; Katsaggelos, Aggelos K.; Larson, Shane L.; Rohani, Neda; Smith, Joshua R.; Trouille, Laura; Zevin, Michael – IEEE Transactions on Learning Technologies, 2020
We present the design of a citizen science system that uses machine learning to guide the presentation of image classification tasks to newcomers to help them more quickly learn how to do the task while still contributing to the work of the project. A Bayesian model for tracking volunteer learning for training with tasks with uncertain outcomes is…
Descriptors: Citizen Participation, Scientific Research, Man Machine Systems, Training
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