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Showing 1 to 15 of 27 results Save | Export
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Ahmed Hosny Saleh Metwally; Ronghuai Huang; Paula Toledo Palomino; Ahmed Mohamed Fahmy Yousef – Education and Information Technologies, 2024
Gamifying online homework activities and learning assignments is an effective approach to facilitate students' engagement and enjoyment. While incorporating game elements to gamify homework and learning assignments promoted positive psychological and learning outcomes, the mere use of these elements brings several flaws associated with the gameful…
Descriptors: Gamification, Homework, Instructional Effectiveness, Motivation
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Wan, Haipeng; Yu, Shengquan – Interactive Learning Environments, 2023
Most online learning researchers use resource recommendation and retrieve based on learning performance and learning style to provide accurate learning resources, but it is a closed and passive adaptive way. Learners always do not know the recommendation rationale and just receive the result-oriented recommended resources without having a chance…
Descriptors: Electronic Learning, Intelligent Tutoring Systems, Artificial Intelligence, Cognitive Mapping
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Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content.…
Descriptors: Concept Mapping, Game Based Learning, Learning Strategies, Grade 7
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Sheng-Kuei Hsu; Yuling Hsu – International Journal of Science and Mathematics Education, 2025
This study was conducted to optimize the designs of learning guides embedded in a computer-based simulation environment. The research was based on the Cognitive Theory of Multimedia Learning and Cognitive Load Theory. We investigated computer simulations under four conditions that combined representation and imagination learning strategies. This…
Descriptors: Geometry, Grade 5, Elementary School Students, Elementary School Mathematics
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Jennifer Mansfield; Kathy Smith; Megan Adams; Lydia Wan – Journal of Educational Change, 2024
This paper seeks to better understand how unanticipated disruption influences teacher agency and professionalism. Drawing on a conceptual model of teacher agency the paper examines data from teacher focus groups conducted in one Australian K-12 school to understand the lived experience of teachers (n = 50) during an initial COVID-19 lockdown…
Descriptors: COVID-19, Professional Autonomy, Pandemics, Foreign Countries
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Julie M. Amador; Ryan Gillespie; Cynthia Carson; Jennifer Kruger – Professional Development in Education, 2024
This paper describes an Online Teaching Lab model that incorporates elements of lesson study and studio model for teacher learning. We focus on changes in design and facilitation decisions of two specific Online Teaching Labs and study differences in teachers' verbal and written responses to better understand how the process supports teacher…
Descriptors: Faculty Development, Laboratories, Electronic Learning, Synchronous Communication
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Menelaos Tzifopoulos – Center for Educational Policy Studies Journal, 2025
No one can dispute the fact that the teaching profession seemed to be tested during the coronavirus pandemic. Teachers were called upon to perform a difficult and multifaced role, without help and support from the state. The issues that teachers had to respond to and solve are related to their autonomy, their digital literacy competences and their…
Descriptors: Foreign Countries, Elementary School Teachers, Teacher Attitudes, COVID-19
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Shuaizhen Jin; Zheng Zhong; Kunyan Li; Chen Kang – Education and Information Technologies, 2024
This study utilizes a comparative experimental research method to investigate the effect of the Predict, Observe, Explain, and Evaluate (POEE) learning strategy in an immersive virtual environment (IVE) on two types of learners with different levels of prior knowledge. One type referred to as Highly Experienced and Knowledgeable (HEK) learners,…
Descriptors: Active Learning, Inquiry, Prior Learning, Electronic Learning
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Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
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Ramli, Izzat S. Mohd; Maat, Siti M.; Khalid, Fariza – Pegem Journal of Education and Instruction, 2022
The boom of the 4.0 industrial revolution and the Covid-19 pandemic have changed the teaching and learning process, where digital learning environments have become increasingly necessary and convenient. The application of game-based learning (GBL) provides many benefits, such as helping to improve the quality of the mathematics teaching and…
Descriptors: Computer Games, Educational Games, Game Based Learning, Learning Analytics
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Wang, Xue; Mayer, Richard E.; Zhou, Pu; Lin, Lin – Journal of Educational Psychology, 2021
This study examined the impacts of 2 different graphic organizers (filled-in graphic organizers and interactive graphic organizers) on middle school students' learning processes, outcomes, experiences, and preferences. In Experiment 1, 60 students were assigned to read a short expository passage in 1 of 3 conditions: text-only, filled-in graphic…
Descriptors: Electronic Learning, Instructional Materials, Visual Aids, Instructional Effectiveness
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Russo, James; Bobis, Janette; Downton, Ann; Livy, Sharyn; Sullivan, Peter – Education Sciences, 2021
Given what is known about the importance of productive struggle for supporting student learning of mathematics at all levels, the current study sought to examine teacher attitudes towards student struggle when students learn mathematics in remote learning settings compared with classroom settings. Eighty-two Australian early years primary teachers…
Descriptors: Elementary School Teachers, Teacher Attitudes, Mathematics Education, Distance Education
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Wen, Yun – IEEE Transactions on Learning Technologies, 2020
This paper presents an augmented reality-based Chinese character composition game (ARC) that employs augmented papers to engage lower primary school students in collaborative Chinese character learning. A design research approach was used to gain a holistic view of designing, enacting, and evaluating the ARC. The participants included four…
Descriptors: Computer Simulation, Chinese, Ideography, Elementary School Students
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Wang, Cixiao; Fang, Ting; Miao, Rong – Journal of Computer Assisted Learning, 2018
In the increasing pervasiveness of today's digital society, mobile devices are changing the face of education. Students can interact with mobile devices in context-aware environment. This paper presents a mobile application based on expert system (Plant-E) for students to acquire knowledge about plant classification by answering decision-making…
Descriptors: Cognitive Processes, Difficulty Level, Electronic Learning, Handheld Devices
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Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning
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