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Paolo Casari; Sabrina Maniero; Andrea Rosani; Federica Picasso; Anna Serbati – IEEE Transactions on Education, 2025
Contribution: An innovative teaching experience carried out at the University of Trento using team-based learning (TBL) in a large computer networks class. The impact of TBL on the students' learning and satisfaction was investigated. Background: Active learning pedagogies, including TBL, play an important role in enhancing higher-order cognitive…
Descriptors: Cooperative Learning, Teamwork, Computer Networks, Student Attitudes
Mark Critchley; Irmgard Wanner; Sabina Schaffner – Language Learning in Higher Education, 2025
This paper presents the findings of a survey on research activities and research cultures across the CercleS network. The survey was conducted under the auspices of the CercleS Focus Group on Leadership and Management and aimed to explore the scope of research in Language Centres; the links between institutional factors such as staff contracts and…
Descriptors: Organizational Culture, Second Language Learning, Second Language Instruction, Research
Finnah Fourqoniah; Muhammad Fikry Aransyah; Lilia Pasca Riani – Electronic Journal of e-Learning, 2025
The rapidly evolving field of digital entrepreneurial education has been significantly shaped by advancements in technologies such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI). While these technologies have opened new possibilities for entrepreneurial learning, much of the existing research is fragmented,…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Aleksandra Stalmach; Paola D'Elia; Sergio Di Sano; Gino Casale – Open Education Studies, 2024
This study investigates 14 digitally enhanced learning methods, shedding light on students with special educational needs (SEN) in inclusive digital learning environments. We seek to fill the gap in the literature by specifically investigating methods suitable for students with SEN. A survey among experts has been carried out to assess learning…
Descriptors: Inclusion, Learning Processes, Special Needs Students, Educational Technology
Teresa Celestino; Dora Stella Lombardi – Journal of Chemical Education, 2024
Italian high school students carried out some activities within career guidance actions organized by the Department of Chemistry of Sapienza University (Rome) in order to promote enrollments in a chemistry Bachelor's course, thus remedying the shortage of professional chemists. Novel didactic sequences have been designed to facilitate the…
Descriptors: High School Students, Science Activities, Scientific Concepts, Foreign Countries
Arianna Costantini; Arnold B. Bakker; Yuri S. Scharp – Educational Psychology Review, 2025
We use three studies to develop and validate the new concept of playful study design -- the cognitive-behavioral orientation towards study tasks with the aim to make these tasks more fun and/or more challenging. Based on play and proactive motivation theories, we propose that playful study design can be assessed by items indicating two dimensions:…
Descriptors: Play, Competition, Student Behavior, Well Being
Marco Zappatore – Technology, Knowledge and Learning, 2024
This research aims to address the current gaps in computer-assisted translation (CAT) courses offered in bachelor's and master's programmes in scientific and technical translation (STT). A multi-framework course design methodology is proposed to support CAT teachers from the computer engineering field, improve student engagement, and promote…
Descriptors: Translation, Computational Linguistics, Computer Software, Language Skills
Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19