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Kalliopi Aslanoglou; Nikolaos C. Zygouris; Stella Tsermentseli; Eleftheria Beazidou; Apostolos Xenakis – Pedagogical Research, 2025
The present pilot study outlines findings from a study that evaluated the efficacy of educational robots in enhancing children's cognitive skills and historical knowledge. Applying LEGO® Wedo 2.0, the study focused on typically developing nine-year-old students in a K-12 public school setting. The hypothesis posited that students using robotics…
Descriptors: Robotics, Problem Solving, Skill Development, History Instruction
María del Mar Montoya Rodríguez; Francisco J. Molina Cobos; Vanesa Martínez-Valderrey; Pablo Molina Moreno; Sofía Pizzarossa; Julieta Feris; Valentina Compá; Vanessa A. de Souza – Journal of Information Technology Education: Innovations in Practice, 2025
Aim/Purpose: This study explores the effectiveness of a virtual reality (VR) application designed to teach Theory of Mind (ToM) skills to children aged 5-6, addressing the gap in research on the use of VR for typically developing children. Background: ToM is a critical skill for social interaction and understanding others' perspectives. Despite…
Descriptors: Theory of Mind, Computer Simulation, Preschool Children, Interpersonal Relationship
Thiyaporn Kantathanawat; Natarika Thongsomnuek; Mai Charoentham; Paitoon Pimdee – Educational Process: International Journal, 2025
Background/purpose. The increasing prevalence of digital tools in education necessitates models that enhance students' metacognitive skills. Despite this need, limited research exists on structured pedagogical approaches to foster metacognition within digital learning contexts. This study aimed to develop and evaluate the Cognitive Innovation…
Descriptors: Educational Technology, Technology Uses in Education, Metacognition, Skill Development
Joni Tzuchen Tang – Education and Information Technologies, 2025
Children's gaming preferences, such as the types of games they enjoy, can significantly influence their engagement and learning outcomes. Research has shown that children are more likely to engage deeply and enter flow states when they play games that align with their interests. These preferences encompass specific game types, styles, difficulty…
Descriptors: Learning Processes, Academic Achievement, Learner Engagement, Daily Living Skills
Koon Lin Wong; Carla Briffett-Aktas; Wing Fun Oliver Kong; Choi Pat Ho – Active Learning in Higher Education, 2025
To create a socially just teaching method in higher education (HE), we used Fraser's social justice framework to create a new pedagogical method called student voice for social justice (SVSJ). SVSJ emphasizes student voice and empowerment by developing a co-constructed learning space where students can influence the procedure and content of the…
Descriptors: Student Empowerment, Teaching Methods, Educational Objectives, Social Justice
Shujun Dong; Ran Zhi; Feng Gan – European Journal of Education, 2025
As educational paradigms continue to evolve in response to technological advancements, there is growing interest in interdisciplinary approaches that bridge the gap between STEM and the arts. One such emerging area is the integration of robotics into art education, which holds the potential to enrich learning experiences and foster a range of…
Descriptors: Technology Integration, Technology Uses in Education, Art Education, Constructivism (Learning)