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Bruce Mann – Journal of Interactive Learning Research, 2025
In this study, temporal speech cues were integrated into online curriculum to solve non-routine problems in curricular multimedia. Teachers-in-training (n=56) were randomly assigned to one of three treatment conditions. It was expected that participants in the temporal speech cues condition would be more likely to solve problems than those in the…
Descriptors: Articulation (Speech), Cues, Multimedia Instruction, Multimedia Materials
Margaret Lee – Learning Professional, 2025
In this article, the author describes learning principles that are grounded in Daniel Willingham's (2017) simple model of the mind and suggest professional learning strategies aligned with them. These strategies are consistent with the Learning Designs standard of the Standards for Professional Learning, which states, in part, "Educators use…
Descriptors: Faculty Development, Instructional Design, Cognitive Science, Standards
Kimberley A. Baxter; Nidhi Sachdeva; Sabine Baker – Health Education & Behavior, 2025
Health and behavior change programs play a crucial role in improving health behaviors at individual and family levels. However, these programs face challenges with engagement and retention and typically show modest efficacy. Cognitive load theory is an established and highly used educational theory that proposes individuals have a finite capacity…
Descriptors: Cognitive Ability, Health Education, Behavior Change, Instructional Design
Amy Chen Kulesa; Marisa Mission; Michelle Croft; Mary K. Wells – Bellwether, 2025
Generative artificial intelligence (GenAI) is a tool that promises efficiency and customization for teachers and students alike but also carries risks of dependency and detachment. This report aims to explore new questions for educators, system leaders, and tool developers such as how much cognitive effort AI should alleviate, how much it should…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Change, Cognitive Processes
Ting-Chia Hsu; Mu-Sheng Chen – Education and Information Technologies, 2025
This study aimed to compare the effectiveness of the experiential learning cycle (ELC) and self-regulated learning (SRL), both implemented through a game-based approach (AI 2 Robot City board game), in fostering computational thinking (CT) and understanding of artificial intelligence (AI) applications in university level. The sample consisted of…
Descriptors: College Freshmen, Artificial Intelligence, Logical Thinking, Teaching Methods