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Tscholl, Michael; Morphew, Jason; Lindgren, Robb – Information and Learning Sciences, 2021
Purpose: This study aims to advance the proposal to use immersive virtual learning environments to stimulate and reveal deep-seated knowledge about science, giving instructors and researchers unique possibilities for assessing and identifying intuitive physical science knowledge. Aside from the ability to present rich and dynamic stimuli, these…
Descriptors: Electronic Learning, Science Education, Computer Simulation, Intuition
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Feng Lin; Jingjing Sun – Information and Learning Sciences, 2024
Purpose: This paper aims to present a practical guide for designing effective synchronous online teaching to support student engagement. Design/methodology/approach: This practical guide was developed by drawing insights from literature and our own practical experiences. Findings: This paper developed BEST principles (i.e., Building positive…
Descriptors: COVID-19, Pandemics, Synchronous Communication, Electronic Learning
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Reinoso, Roberto; Delgado-Iglesias, Jaime; Fernández, Itziar – Information and Learning Sciences, 2021
Purpose: The purpose of this paper is to analyse student performance and perceptions when a flipped classroom setting is used, in comparison with the traditional model. Design/methodology/approach: The inverted learning model or "flipped classroom" is a pedagogical approach that attempts to reverse the traditional teaching and learning…
Descriptors: Academic Achievement, Flipped Classroom, Outcomes of Education, Student Participation
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Gadille, Martine; Impedovo, Maria Antonietta; Rémon, Josephine; Corvasce, Caroline – Information and Learning Sciences, 2021
Purpose: The purpose of this paper is to understand how the creativity of pupils and teachers is nurtured through the use of a virtual world (VW) within a sociotechnical network affecting pupils' learning in a pilot secondary school. Design/methodology/approach: The analysis is the result of a pluri-disciplinary systemic analysis involving…
Descriptors: Creativity, Computer Simulation, Secondary School Students, Learner Engagement
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Amanda Barany; Andi Danielle Scarola; Alex Acquah; Sayed Mohsin Reza; Michael A. Johnson; Justice Walker – Information and Learning Sciences, 2024
Purpose: There is a need for precollege learning designs that empower youth to be epistemic agents in contexts that intersect burgeoning areas of computing, big data and social media. The purpose of this study is to explore how "sandbox" or open-inquiry data science with social media supports learning. Design/methodology/approach: This…
Descriptors: Student Empowerment, Data Science, Social Media, Open Education
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Haruna, Hussein; Abbas, Asad; Zainuddin, Zamzami; Hu, Xiao; Mellecker, Robin R.; Hosseini, Samira – Information and Learning Sciences, 2021
Purpose: This paper aims to evaluate the students' perception of their learning experiences concerning serious gaming and gamification instructions and determines whether they were motivated enough and engaged during the educative process in a resource-poor context. Moreover, the study evaluated the impact of interactive instructional environment…
Descriptors: Educational Experience, Gamification, Learning Motivation, Secondary School Students
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Chng, Edwin; Seyam, Mohamed Raouf; Yao, William; Schneider, Bertrand – Information and Learning Sciences, 2022
Purpose: This study aims to uncover divergent collaboration in makerspaces using social network analysis to examine ongoing social relations and sequential data pattern mining to invesitgate temporal changes in social activities. Design/methodology/approach: While there is a significant body of qualitative work on makerspaces, there is a lack of…
Descriptors: Motion, Measurement Techniques, Measurement Equipment, Shared Resources and Services