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Adem Koç; Sedat Kanadli – Journal of Science Education and Technology, 2025
This study used network meta-analysis to investigate the impact of the use of interactive learning environments (ILE) tools (augmented reality (AR), virtual reality (VR), mixed reality (MIX), and interactive digital games (GAME)) in science education on learning outcomes. A total of 53 primary studies were retrieved from the literature according…
Descriptors: Interaction, Cooperative Learning, Educational Environment, Outcomes of Education
Eliana Ibrahimi; Fundime Miri; Inva Koçiaj – Journal of Technology and Science Education, 2024
Many studies have recently focused on the importance of the effective integration of Information and Communication Technology (ICT) tools in science education and the need for science teachers to receive adequate training and support to use them effectively. This paper aims to explore the Albanian science teachers' perceptions and use of ICTs in…
Descriptors: COVID-19, Pandemics, Foreign Countries, Science Teachers
Draper, Steve; Maguire, Joseph – ACM Transactions on Computing Education, 2023
The overall aim of this article is to stimulate discussion about the activities within CER, and to develop a more thoughtful and explicit perspective on the different types of research activity within CER, and their relationships with each other. While theories may be the most valuable outputs of research to those wishing to apply them, for…
Descriptors: Computer Science Education, Educational Research, Computer Science, Classification
Mara Kirdani-Ryan; Amy J. Ko – ACM Transactions on Computing Education, 2024
For computing to serve humanity, computing spaces must be safe for all individuals. While prior work has surfaced how hegemonic racial and gendered expectations manifest in computing, it has only indirectly attended to expectations surrounding neurodivergence. As computing stereotypes largely align with stereotypes of some neurodivergent…
Descriptors: Neurodevelopmental Disorders, Stereotypes, Disabilities, Computer Attitudes
Alexandros Tsichouridis; Stelios Xinogalos; Apostolos Ampatzoglou – Journal of Educational Computing Research, 2024
Teaching and learning programming, and especially Object-Oriented Programming (OOP), is a complicated and challenging task. Students have to comprehend various OOP concepts and utilize them for designing object-oriented programs. Various types of educational programming environments, such as microworlds and educational games, have been devised for…
Descriptors: Programming, Computer Uses in Education, Educational Resources, Computer Science Education
Mohan Yang; Courtney Miller; Helen Crompton; Zilong Pan; Noah Glaser – TechTrends: Linking Research and Practice to Improve Learning, 2024
The implementation of virtual reality (VR) has gained popularity in the organizational settings in responding to the digital transformation in the era of Industry 4.0. VR offers immersive and authentic experiences for learners through simulated real-life scenarios during training. While the affordances have been widely discussed, there is a need…
Descriptors: Computer Simulation, Organizational Learning, Training, Technology Integration
Chioma Udeozor; Fernando Russo Abegão; Jarka Glassey – British Journal of Educational Technology, 2024
Digital games (DGs) have the potential to immerse learners in simulated real-world environments that foster contextualised and active learning experiences. These also offer opportunities for performance assessments by providing an environment for students to carry out tasks requiring the application of knowledge and skills learned in the…
Descriptors: Educational Technology, Computer Assisted Testing, Game Based Learning, Test Construction
Austin M. Shin; Ayaan M. Kazerouni – ACM Transactions on Computing Education, 2024
Background and Context: Students' programming projects are often assessed on the basis of their tests as well as their implementations, most commonly using test adequacy criteria like branch coverage, or, in some cases, mutation analysis. As a result, students are implicitly encouraged to use these tools during their development process (i.e., so…
Descriptors: Feedback (Response), Programming, Student Projects, Computer Software
Ahmet Berk Ustun; Fatma Gizem Karaoglan-Yilmaz; Ramazan Yilmaz; Mehmet Ceylan; Orhan Uzun – Education and Information Technologies, 2024
The primary aim of the study is to develop an augmented reality (AR) acceptance scale within the framework of the unified theory of acceptance and use of technology (UTAUT) model to measure individuals' acceptance and use of AR technology. The study was performed with a total of 546 university students with three participant groups in the…
Descriptors: Test Construction, Computer Simulation, College Students, Test Reliability
Sebahat Gok; Robert L. Goldstone – Cognitive Research: Principles and Implications, 2024
Interactive computer simulations are commonly used as pedagogical tools to support students' statistical reasoning. This paper examines whether and how these simulations enable their intended effects. We begin by contrasting two theoretical frameworks--"dual processes" and "grounded cognition"--in the context of people's…
Descriptors: Computer Simulation, Thinking Skills, Teaching Methods, Interaction
Paul Biberstein; Thomas Castleman; Luming Chen; Shriram Krishnamurthi – Informatics in Education, 2024
CODAP is a widely-used programming environment for secondary school data science. Its direct-manipulation-based design offers many advantages to learners, especially younger students. Unfortunately, these same advantages can become a liability when it comes to repeating operations consistently, replaying operations (for reproducibility), and also…
Descriptors: Data Science, Secondary School Students, Programming, Open Source Technology
Pauline Frizelle; Ana Buckley; Tricia Biancone; Anna Ceroni; Darren Dahly; Paul Fletcher; Dorothy V. M. Bishop; Cristina McKean – Journal of Child Language, 2024
This study reports on the feasibility of using the Test of Complex Syntax- Electronic (TECS-E), as a self-directed app, to measure sentence comprehension in children aged 4 to 5 ½ years old; how testing apps might be adapted for effective independent use; and agreement levels between face-to-face supported computerized and independent computerized…
Descriptors: Language Processing, Computer Software, Language Tests, Syntax
Jaeyoung Ha; Kawthar Alrayyan; M. M. Lekhon Alam – Discover Education, 2024
There is much interest in employing computer technology in design professions and education. However, few attempts have been made to apply immersive visualization technology to learn design details in landscape architecture. This study aims to illuminate how virtual reality (VR) technology helps students with design details in landscape…
Descriptors: Computer Simulation, Computer Uses in Education, Design, Horticulture
Design and Validation of a Usability Evaluation Questionnaire (UEQ) for Mobile Learning Applications
Bimal Aklesh Kumar; Sailesh Saras Chand – Interactive Technology and Smart Education, 2024
Purpose: Usability is one of the key concerns in the development of mobile learning applications. The aim of this paper is to design and validate a usability evaluation questionnaire (UEQ) for mobile learning applications. Design/methodology/approach: The UEQ was developed in four stages: selecting primary studies and extracting usability…
Descriptors: Questionnaires, Design, Usability, Electronic Learning
Ziqian Xu; Fei Gao; Anqi Fa; Wen Qu; Zhiyong Zhang – Grantee Submission, 2024
Conditional process models, including moderated mediation models and mediated moderation models, are widely used in behavioral science research. However, few studies have examined approaches to conduct statistical power analysis for such models and there is also a lack of software packages that provide such power analysis functionalities. In this…
Descriptors: Statistical Analysis, Sample Size, Mediation Theory, Monte Carlo Methods

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