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Vargas-Macías, Zulma Liliana; Rodríguez-Hernandez, Ariel Adolfo; Sánchez-Sáenz, Claudia Liliana – GIST Education and Learning Research Journal, 2020
This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) have been implemented, as an ICT-mediated learning strategy for learning and training in the education. A systemic literary review of works on the subject is carried out to contextualize and identify methods,…
Descriptors: Computer Games, Teaching Methods, Learning Strategies, Game Based Learning
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Lege, Ryan; Bonner, Euan – JALT CALL Journal, 2020
Virtual Reality (VR) has made significant inroads into both the consumer and professional sectors. As VR has matured as a technology, its overall practicality for use in education has also increased. However, due to the rapid evolution of the technology, the educational field struggles to stay informed of the latest advancements, changing…
Descriptors: Computer Simulation, Teaching Methods, Classification, Distance Education
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McFaul, Hugh; FitzGerald, Elizabeth – British Journal of Educational Technology, 2020
This paper provides a realist evaluation of the Open Justice virtual reality (VR) smartphone app, designed to develop presentation skills for students on an undergraduate legal education module. This work addresses two research questions: what proportion of students engaged with the Open Justice app, and what worked for whom in what circumstances…
Descriptors: Undergraduate Students, Legal Education (Professions), Computer Simulation, Computer Software
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Tan, Elaine; Small, Adrian; Lewis, Paul – Research in Learning Technology, 2020
This article analyses the pilot of an anonymous question and answer mobile application with a large cohort of undergraduate students (460) enrolled on an Operations Strategy Management module. The mobile application allowed students to pose anonymous questions to both peers and staff, create replies and vote on questions posted by other users. The…
Descriptors: Confidentiality, Learner Engagement, Peer Relationship, Large Group Instruction
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Paxinou, Evgenia; Panagiotakopoulos, Christos T.; Karatrantou, Anthi; Kalles, Dimitrios; Sgourou, Argyro – Biochemistry and Molecular Biology Education, 2020
This study presents the integration of three different teaching scenarios, during biology laboratory lessons, with the overall aim of exploring the potential predominant effectiveness of teaching and improvement of students' learning, by the use of the three-dimensional virtual reality educational tool Onlabs, versus more traditional didactic…
Descriptors: Biology, Science Instruction, Computer Simulation, Instructional Effectiveness
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Westera, Wim; Prada, Rui; Mascarenhas, Samuel; Santos, Pedro A.; Dias, João; Guimarães, Manuel; Georgiadis, Konstantinos; Nyamsuren, Enkhbold; Bahreini, Kiavash; Yumak, Zerrin; Christyowidiasmoro, Chris; Dascalu, Mihai; Gutu-Robu, Gabriel; Ruseti, Stefan – Education and Information Technologies, 2020
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game…
Descriptors: Artificial Intelligence, Educational Games, Educational Technology, Computer Software
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Sweet, Kayla S.; LeBlanc, Jennifer K.; Stough, Laura M.; Sweany, Noelle W. – Journal of Computer Assisted Learning, 2020
The use of social media to share information, enhance learning, and connect with an online community has grown rapidly over the past 10 years. As social media becomes a more common tool in both formal and informal education, it is imperative to understand how it is used by individuals with disabilities. Through a systematic study of the…
Descriptors: Social Media, Sharing Behavior, Interaction, Communities of Practice
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Flores-Bascuñana, Míriam; Diago, Pascual D.; Villena-Taranilla, Rafael; Yáñez, Dionisio F. – Education Sciences, 2020
Nowadays, Augmented Reality (AR) is one of the emerging technologies with a greater impact in the Education field. Research has proved that AR-based activities improve the teaching and learning processes. Also, the use of this type of technology in classroom facilitates the understanding of contents from different areas as Arts, Mathematics or…
Descriptors: Grade 6, Elementary School Students, Educational Technology, Technology Uses in Education
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Deng, Liping – Australasian Journal of Educational Technology, 2020
This study examines university students' multitasking with computers and mobile phones in an authentic self-study context, with the primary focus being on off-task multitasking and interruption as precursor to multitasking. The study drew on interviews, observation, and video-stimulated recall to reveal the triggers for and processes of…
Descriptors: Laptop Computers, Telecommunications, Handheld Devices, Independent Study
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Uluay, Gulsah; Dogan, Alev – Journal of Education in Science, Environment and Health, 2020
The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. In accordance with this purpose, key factors towards using digital games in classroom are also observed. Convergent parallel design that is a type of mix method…
Descriptors: Preservice Teachers, Science Teachers, Teaching Methods, Electronic Learning
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Fernandes, Fábio A. O.; Marques, Clauber; Castelan, Jovani; Fritzen, Daniel; Alves de Sousa, Ricardo J. – Education Sciences, 2020
This paper reports pedagogical experiences and educational techniques in the field of Mechanics of Structures (Mechanical Engineering degree), resorting to computational tools. Several aspects are addressed, covering CAD (Computer-Aided Design) modelling systems to CAE (Computer-Aided Engineering) solutions, in terms of analysis and validation of…
Descriptors: Learning Processes, Engineering Education, Computer Assisted Design, Curriculum Development
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Suárez-Gómez, Andrés-David; Pérez-Holguín, Wilson Javier – Journal of Technology and Science Education, 2020
Educational robotics has become one of the most effective methods to teach STEM concepts in a practical and didactic way at all educational level. In this context, the LEGO Mindstorms robotic platforms have been widely used due to their versatility ease of use and modularity. Despite this, most of the papers focus on K-12 and undergraduate levels,…
Descriptors: Visualization, Teaching Methods, Educational Experience, Mathematics Instruction
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White, Garry – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The purpose of this study is to determine the effectiveness of an Adaptive Learning Technology (ALT), as compared to traditional teaching methods, in an undergraduate management information course. The effectiveness is based on Bloom's Taxonomy of Learning Competencies. Background: Previous studies have investigated factors involved…
Descriptors: Assistive Technology, Educational Technology, Computer Assisted Instruction, Instructional Effectiveness
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Rücker, Michael T.; van Joolingen, Wouter R.; Pinkwart, Niels – ACM Transactions on Computing Education, 2020
Enabling students to recognize and evaluate the ubiquitous impact of computing technology on society is an internationally proclaimed goal of a K-12 computing education. To that end, students need to actually engage with their computing knowledge in concrete everyday situations. From the perspectives of learning transfer and variation theory, we…
Descriptors: Secondary School Students, Student Attitudes, Computers, Information Technology
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Ezumah, Bellarmine A. – Digital Education and Learning, 2020
This book is a critical-cultural evaluation of educational technology adoption in Sub-Saharan Africa, including projects such as the OLPC (One Laptop Per Child). It presents efficient ways of improving education delivery among low-income communities through designing and implementing congruent educational technologies that incorporate social and…
Descriptors: Educational Technology, Foreign Countries, Laptop Computers, Access to Computers
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