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Noyes, Keenan; McKay, Robert L.; Neumann, Matthew; Haudek, Kevin C.; Cooper, Melanie M. – Journal of Chemical Education, 2020
Computer-assisted analysis of students' written responses to questions is becoming a possibility due to developments in technology. This could make such constructed response questions more feasible for use in large classrooms where multiple choice assessments are often considered a more practical option. In this study, we use a previously…
Descriptors: Automation, Artificial Intelligence, Computer Uses in Education, Classification
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Bassi, Merfat – Art Education, 2020
Recently, many studies have discussed the importance of meditation and artmaking in the art classroom (Ganley, 2017; Kohler, 2012; Patterson, 2015; Phillips, 2016; Rohloff, 2008). The practice of meditation and artmaking not only promotes the physical health of the body but also develops the inner attitude of self and identity. Often artmaking and…
Descriptors: Art Activities, Metacognition, Computer Software, Art Education
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Zhao, Siqian; Wang, Chunpai; Sahebi, Shaghayegh – International Educational Data Mining Society, 2020
Students acquire knowledge as they interact with a variety of learning materials, such as video lectures, problems, and discussions. Modeling student knowledge at each point during their learning period and understanding the contribution of each learning material to student knowledge are essential for detecting students' knowledge gaps and…
Descriptors: Learning, Knowledge Level, Models, Instructional Materials
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Kashyap, Ramgopal, Ed.; Kumar, A. V. Senthil, Ed. – IGI Global, 2020
Machine learning allows for non-conventional and productive answers for issues within various fields, including problems related to visually perceptive computers. Applying these strategies and algorithms to the area of computer vision allows for higher achievement in tasks such as spatial recognition, big data collection, and image processing.…
Descriptors: Artificial Intelligence, Man Machine Systems, Video Technology, Computer Uses in Education
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Lloyd P. Rieber – International Journal of Designs for Learning, 2020
Q methodology provides a unique mixed-methods means of examining subjectivity through the use of an activity called a Q sort in which participants must sort a list of given items within a predetermined sorting form. Although Q methodology has a long history as a research tool, its use as an instructional tool has not been extensively explored.…
Descriptors: Q Methodology, Computer Software, Instructional Design, Teaching Methods
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Xiaoxue Leng; Fuxing Wang; Richard E. Mayer; Tingting Zhao – British Journal of Educational Technology, 2024
This study investigated the effectiveness of visual training or verbal training on how to use a text-picture processing strategy for learning from computer-based multimedia instructional material. Sixty-nine university students were randomly assigned to the verbal training group (students received text-based instruction for a text-picture…
Descriptors: Multimedia Instruction, Multimedia Materials, College Students, Pictorial Stimuli
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Kok-Sing Tang; Grant Cooper; Natasha Rappa; Martin Cooper; Craig Sims; Karen Nonis – Pedagogies: An International Journal, 2024
This paper explores the pedagogical potential of Generative Artificial Intelligence (GenAI) in secondary education through a dialogic approach to teaching, learning and assessment. It presents an ongoing action research project in collaboration with a high school in Western Australia, involving four teachers to integrate GenAI in their classrooms.…
Descriptors: Foreign Countries, Artificial Intelligence, Dialogs (Language), Inquiry
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Eric Best; Daniel J. Mallinson – Journal of Political Science Education, 2024
There has been a massive shift in teaching quantitative political research since the "Journal of Political Science Education" was launched in 2004. Smartphones were an anomaly, and it was uncommon to have laptops in the classroom. Statistical calculations were sometimes done by "statisticians", i.e., professional staff who did…
Descriptors: Political Science, Educational History, Educational Trends, Educational Change
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Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
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G. V. Hindumathi; Sravya P. – Journal on School Educational Technology, 2024
Education is the most powerful weapon that can be used to change the world, whether in a developed or underdeveloped country. The present e-learning frameworks are changing rapidly with the change in technology and the need for education. However, one of the main problems is the unavailability of effective learning models and collaborative tools…
Descriptors: Visualization, Electronic Learning, Science Instruction, Literature Reviews
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Paul Bazelais; Gurinder Binner; Tenzin Doleck – Interactive Learning Environments, 2024
As an important tool for STEM education, online labs have gained significant research attention. However, our understanding of online labs is limited by the inattention to the factors that contribute to the acceptance of online labs. This study adopts the UTAUT model to investigate the salient determinants of use of online labs. We test the…
Descriptors: Foreign Countries, High School Students, College Bound Students, Physics
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Kirk P. Vanacore; Ashish Gurung; Adam C. Sales; Neil T. Heffernan – Grantee Submission, 2024
Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of interventions --…
Descriptors: Gamification, Student Behavior, Computer Uses in Education, Intervention
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Kirk P. Vanacore; Ashish Gurung; Adam C. Sales; Neil T. Heffernan – Journal of Educational Data Mining, 2024
Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions remain scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of…
Descriptors: Gamification, Student Behavior, Computer Uses in Education, Intervention
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Erick P. Herrera-Granda; María J. Aza-Espinosa; Marco Burbano-Pulles; Jorge Mina-Ortega; Israel D. Herrera-Granda; Wilman J. Yambay-Vallejo – Journal of Technology and Science Education, 2024
Reducing the carbon footprint of higher education institutions has become a global trend in recent years, as they are the axis of society's scientific and technological transformation that must be carried out with a sustainable approach. Among the many approaches that can contribute to this problem are the digital transformation of academic and…
Descriptors: Foreign Countries, Higher Education, College Faculty, Administrators
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Grant R. Jackson; Sarah M. Schiffecker; Oleksandra Poquet – Journal of the Scholarship of Teaching and Learning, 2024
Nationwide, postsecondary institutions are seeing the need and searching for ways to prepare their students for life in an increasingly complex and often polarized society. Since its development in the 1980s, intergroup dialogue (IGD) has become a nationally prominent social justice pedagogy that brings together small, diverse groups of college…
Descriptors: Group Discussion, Electronic Learning, Social Justice, Teaching Methods
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