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Hadiye Kucukkaragoz; Rusen Meylani – Journal of Education and Learning (EduLearn), 2025
This literature review aims to synthesize the factors behind resistance to learning and proposes evidence-based strategies to address them, drawing on two decades of peer-reviewed research. Using a systematic qualitative review, thematic analysis with MAXQDA software identified six categories of resistance causes: psychological, sociocultural,…
Descriptors: Resistance (Psychology), Learning, Active Learning, Psychological Patterns
Yu-Jen Sie; Kuen-Yi Lin – Journal of Baltic Science Education, 2025
Project-based learning (PBL) plays a critical role in fostering interdisciplinary integration within science, technology, engineering, and mathematics (STEM) education. However, its complexity often hinders students' ability to apply knowledge and solve problems, particularly in environments that lack psychological and cognitive support. This…
Descriptors: Resilience (Psychology), Positive Attitudes, STEM Education, Internet
Élisabeth Bélanger; Sophie McMullin; Elisabeth Hould; Lorie-Marlène Brault Foisy; Steve Masson – Mind, Brain, and Education, 2025
Through professional learning communities comprising preschool and primary school teachers, we investigated factors that facilitate or impede the implementation of neuroeducational principles, including repeated neuronal activation, active learning, spaced learning, feedback and mindset. Findings from this small-scale qualitative study indicate…
Descriptors: Preschool Teachers, Elementary School Teachers, Teacher Attitudes, Neurosciences
Roland Gesthuizen; Hazel Tan; Gillian Kidman – International Research in Geographical and Environmental Education, 2025
This study explores the use of virtual worlds, specifically Minecraft, on sustainability education and cognitive skills. Using the Teaching to Inspire model as a lens, we examine how students design sustainable virtual buildings and cityscapes aligned with the UN Sustainable Development Goals and the social-ecological systems (SES) framework. Our…
Descriptors: Environmental Education, Sustainability, Video Games, Cognitive Processes
Azetu Azashi Agyo; Emmanuel John Anagu – International Journal of Technology in Education and Science, 2025
As educational needs change, gamified immersive virtual reality (I-VR) can enhance learning by making it more interactive. Immersive virtual reality is used more in science than in the humanities. This study uses the Theory of Planned Behavior (TPB) to explore factors that affect students' intentions to use gamified I-VR, particularly in…
Descriptors: Gamification, Computer Simulation, Literacy, English Instruction
Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation