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Rayed AlGhamdi – Learning and Teaching in Higher Education: Gulf Perspectives, 2025
Purpose: This study examines how Discord facilitates peer-to-peer learning in a university-level computer graphics course. It explores how the platform supports student engagement, peer feedback and mentorship in a technical, project-based setting. By analyzing survey responses and server engagement metrics, the study highlights Discord's role in…
Descriptors: Peer Teaching, College Students, Computer Graphics, Learner Engagement
Hui-Chun Chu; Chia-Ying Hsu; Chun-Chieh Wang – Educational Technology & Society, 2025
In ancient poetry courses, students are expected to learn literary skills and the ability for interpreting ancient poems, from which they can gain insight into the historical context and appreciate the beauty of the poems. However, due to the gaps between ancient and modern living contexts, students often encounter difficulties in comprehending…
Descriptors: Poetry, History, Comprehension, Artificial Intelligence
Denson, Cameron D.; Jones, Tamecia R. – Engineering Design Graphics Journal, 2022
Formal learning environments have struggled to introduce STEM content and STEM careers to students from underrepresented populations. This problem is exacerbated when dealing with students who live in rural areas where access to quality materials and instruction is limited. The eMentorship project is an innovative approach to mentoring that…
Descriptors: Disproportionate Representation, Computer Graphics, Computer Simulation, Skill Development
Seyedeh Azin Sanjari Pirmahaleh – ProQuest LLC, 2019
The purpose of this study was to explore students' mathematical practices while working on modeling problems using 3 interactive computer simulations. Three fifth grade students' interactions with computer-based modeling simulation were examined to identify how children defined and prioritized and coordinated variables and parameters in…
Descriptors: Mathematics Instruction, Mathematical Models, Computer Simulation, Grade 5
Tawafak, Ragad M.; Alfarsi, Ghaliya; Jabbar, Jasiya – Contemporary Educational Technology, 2021
With restrictions on face-to-face clinical consultations within the COVID-19 pandemic and the challenges faced by healthcare systems in delivering patient care, alternative information technologies like telemedicine and smartphones play a crucial role. A wide variety of smartphone applications employs high-tech mathematical and programming…
Descriptors: COVID-19, Pandemics, Handheld Devices, Telecommunications
Heijnes, Dewi; van Joolingen, Wouter; Leenaars, Frank – Journal of Science Education and Technology, 2018
We investigate the way students' reasoning about evolution can be supported by drawing-based modeling. We modified the drawing-based modeling tool SimSketch to allow for modeling evolutionary processes. In three iterations of development and testing, students in lower secondary education worked on creating an evolutionary model. After each…
Descriptors: Logical Thinking, Evolution, Scientific Concepts, Educational Technology
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Chujitarom, Wannaporn; Piriyasurawong, Pallop – International Education Studies, 2017
This study aims to synthesize an Animation Augmented Reality Book Model (AAR Book Model) to enhance teamwork and to assess the AAR Book Model to enhance teamwork. Samples are five specialists that consist of one animation specialist, two communication and information technology specialists, and two teaching model design specialists, selected by…
Descriptors: Teamwork, Animation, Models, Specialists