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Showing 1 to 15 of 265 results Save | Export
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Tenchita Alzaga Elizondo; David Brown – International Journal of Computer-Supported Collaborative Learning, 2024
While there are many documented approaches to using technological tools to support collaboration in remote environments, studies related to proof-based courses are overwhelmingly situated in the context of geometry. This study uses instrumental genesis theory to study how students in an introduction to proofs course operationalize the…
Descriptors: Geometry, Mathematical Logic, Validity, Cooperative Learning
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Parwoto Parwoto; Sitti N. Ilyas; Muhammad Y. Bachtiar; Kartini Marzuki – South African Journal of Childhood Education, 2024
Background: Early childhood education (ECE) is crucial in cultivating creativity, especially in today's tech-savvy world. This study explores the impact of collaborative project-based learning (PjBL) with computer and play motivation on kindergarten children's creativity. Aim: Our research aimed to determine if collaborative PjBL, combined with…
Descriptors: Creativity, Kindergarten, Student Projects, Active Learning
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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
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Nikola Luburic; Jelena Slivka; Luka Doric; Simona Prokic; Aleksandar Kovacevic – Education and Information Technologies, 2025
Project-based learning (PBL) is a learning technology praised for its ability to grow domain-specific and domain-general skills and related knowledge and attitudes. However, consistently designing effective PBL experiences is challenging, primarily due to the lack of instructor support and guidance for designing PBL experiences aligned with…
Descriptors: Computer Software, Computer Uses in Education, Engineering Education, Active Learning
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Bramley, Neil R.; Ruggeri, Azzurra – Developmental Psychology, 2022
We explore how children and adults actively experiment within the physical world to achieve different epistemic goals. In our experiment, one hundred one 4- to 10-year-old children and 24 adults either passively observed or used a touchscreen interface to actively interact with objects in a dynamic physical microworld with the goal of inferring…
Descriptors: Active Learning, Computer Uses in Education, Courseware, Physics
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Noppawan Tawalai; Thapanee Seechaliao – Journal of Education and Learning, 2025
Analytical thinking skills were an essential learning process for primary students. The research objectives were to 1) study the current condition, problems, and good practices regarding teaching and learning. 2) develop a blended instructional model using the inquiry process with digital games to enhance analytical thinking skills for elementary…
Descriptors: Elementary School Students, Thinking Skills, Blended Learning, Active Learning
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Idit Adler; Scott Warren; Cathleen Norris; Elliot Soloway – Smart Learning Environments, 2025
Smart learning environments provide students with opportunities to engage in self-regulated learning (SRL). However, little research has examined how teachers leverage these opportunities. We employed a multiple-case study methodology to examine the SRL supporting instructional practices of five third-grade teachers as they implemented a science…
Descriptors: Elementary School Students, Elementary School Teachers, Grade 3, Independent Study
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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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Svetlana Rzanova; Elena Yushchik; Svetlana Markova; Albina Sergeeva – Education and Information Technologies, 2024
The globalization of contemporary education is ensured by the incorporation of cutting-edge pedagogical techniques and active learning technologies, such as case-method technology, into the teaching and learning process as a whole. The primary objective of this research endeavour was to assess the efficacy of the case method when employed in the…
Descriptors: Computer Simulation, Computer Uses in Education, Case Method (Teaching Technique), Engineering Education
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Turan Güntepe, Ebru; Keles, Esra – International Journal of Contemporary Educational Research, 2023
This study aims to design an educational process for teaching scientific concepts during the preschool period based on the instructional design model of Seels and Glasgow and to evaluate its effectiveness. For this purpose, a material set incorporating a teacher's manual and interactive holographic materials was developed. The teacher's manual…
Descriptors: Instructional Design, Science Instruction, Teaching Methods, Scientific Concepts
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Gonzalez, Emily A.; Grotzer, Tina A.; McGivney, Eileen; Reilly, Joseph – Technology, Knowledge and Learning, 2022
Multi-User Virtual Environments (MUVEs) provide a rich and immersive context for introducing inquiry-based and Problem-Based Learning (PBL) into science classrooms. MUVES can have a significant effect on learning outcomes, however, illuminating how particular design features interact with those outcomes is an important area of investigation for…
Descriptors: Science Instruction, Inquiry, Active Learning, Problem Based Learning
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Gloy, Kilian; Weyhe, Paul; Nerenz, Eric; Kaluschke, Maximilian; Uslar, Verena; Zachmann, Gabriel; Weyhe, Dirk – Anatomical Sciences Education, 2022
In order to improve learning efficiency and memory retention in medical teaching, furthering active learning seems to be an effective alternative to classical teaching. One option to make active exploration of the subject matter possible is the use of virtual reality (VR) technology. The authors developed an immersive anatomy atlas which allows…
Descriptors: Anatomy, Active Learning, Computer Simulation, Medical Education
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Wilson, Nicholas C. – Cognition and Instruction, 2021
This paper presents two examples of production-centered, technology-mediated activities in a one-to-one laptop classroom, and examines how those activities supported vastly divergent forms of student agency and participation. As schools turn to large-scale technology programs, such as one-to-one initiatives, to overcome persistent educational and…
Descriptors: Computer Uses in Education, Personal Autonomy, High School Seniors, Class Activities
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Tawfik, Andrew A.; Graesser, Arthur; Love, Jenee – Technology, Knowledge and Learning, 2020
Researchers suggest that solving ill-structured problems using project-based learning approaches is one way to engender STEM learning outcomes. However, project based learning poses unique challenges in practice, including the translation of technical information, design of scenarios, facilitation of instruction, and management of student…
Descriptors: Active Learning, Student Projects, STEM Education, Computer Uses in Education
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Jahnke, Isa; Meinke-Kroll, Michele; Todd, Michelle; Nolte, Alexander – Technology, Knowledge and Learning, 2022
Active learning strategies increase student engagement and performances, however, there is student resistance toward such instructional interventions. To overcome student resistance groupwork can be useful. In addition, digital technology can be used to re-design courses to add active learning techniques and support learning "with" and…
Descriptors: Active Learning, Computer Uses in Education, Educational Technology, College Students
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