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Shuzhen Chen; Lichao Ma – European Journal of Education, 2025
Given that the relationship between academic atmosphere and doctoral students creativity has not yet fully reached consensus in diverse cultural contexts, this study seeks to unpack how collaborative and competitive academic atmospheres matter for the scientific creativity of doctoral students, as well as their influencing mechanisms and…
Descriptors: Competition, Doctoral Students, Educational Environment, Scientific Research
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Jyun-Chen Chen; Chia-Yu Liu – Journal of Computer Assisted Learning, 2025
Background: Based on the embodied cognition perspective, interdisciplinary hands-on learning combines several disciplines, such as science, technology, engineering and mathematics (STEM), to improve students' capacity to solve real-world problems. Despite the popularity of interdisciplinary hands-on learning, particularly the six-phase 6E model,…
Descriptors: Interdisciplinary Approach, Experiential Learning, STEM Education, Problem Solving
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Bartu Bingol; Melodi Ozyaprak – Journal of Creative Behavior, 2025
There has been a notable number of respectable studies in mathematical creativity and its promotion in education with K-12 pupils. Nonetheless, when it comes to mathematics education in higher education, there is not a wide variety of studies. One can observe that the mathematics content in higher education is completely different from the K-12…
Descriptors: Higher Education, Individualized Instruction, Mathematics Instruction, Mathematics Curriculum
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Nicole Kasbary; Aghnar Haymour – Hungarian Educational Research Journal, 2025
Project-based learning (PJBL) emerges as an instructional teaching method promoting collaboration, critical thinking, and problem-solving skills among students. This pedagogical approach facilitates active engagement by forming student groups to collaboratively create and develop projects, thus, encouraging the exploration of diverse perspectives…
Descriptors: Foreign Countries, Teacher Attitudes, Student Projects, Active Learning
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Shugang Li; Kexin Peng; Boyi Zhu; Fang Liu – Education and Information Technologies, 2025
In the digital age, online learning platforms utilizing advanced technologies such as artificial intelligence can provide more diverse and abundant educational resources compared to offline learning environments. However, online learners still face emotional expression and inertia trap problems. Knowledge co-creation virtual teachers (KCVTs) can…
Descriptors: Technology Uses in Education, Artificial Intelligence, Electronic Learning, Web Based Instruction
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Yi Xue – Education and Information Technologies, 2025
The widespread diffusion of portable tablets and 5G technology heralded a new era of mobile-assisted language learning. Educators and practitioners have shown keen interest in introducing spherical video virtual reality to facilitate pedagogical practices. Although a substantial number of empirical studies have been carried out to observe the…
Descriptors: Computer Simulation, Video Technology, Technological Advancement, Technology Uses in Education
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Sudheendran K. – Higher Education for the Future, 2024
The paper explores the efforts of Kerala to align its undergraduate education with global standards and competence through the introduction of the Four-Year Undergraduate Programme (FYUGP) in the realm of curriculum reforms. The paper highlights the significance of curriculum reforms in the context of transforming the State of Kerala into a…
Descriptors: Undergraduate Study, Educational Change, College Curriculum, Teaching Methods
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Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
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Heng-Sheng Lin; Chih-Yun Chiang; Cheng-Wei Huang; Chao-Cian Wu; Shuo-Jun Hong – International Journal of Game-Based Learning, 2025
Taiwanese students learn Chinese from 3 years old using Bopomofo (Zhuyin Fuhao), but they still struggle with spelling and reading, even in middle school. Thus, we guided students still struggling to read Chinese text to use their logical skills and creativity to incorporate the Bopomofo phonetic alphabet into the Rummikub strategy board game.…
Descriptors: Foreign Countries, Learning Motivation, Active Learning, Feedback (Response)