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Sohum M. Bhatt; Wim Van Den Noortgate; Katrien Verbert – IEEE Transactions on Learning Technologies, 2024
Recommender systems are increasingly being used in university or online education. However, recommender systems still have not found major usage in K12 education. This may be because of the unique challenges that recommender systems face when used by a young and diverse population. However, recommender systems for K12 education could provide many…
Descriptors: Elementary Secondary Education, Artificial Intelligence, Educational Technology, Learning
Siu-Cheung Kong; Yin Yang – IEEE Transactions on Learning Technologies, 2024
The advent of generative artificial intelligence (AI) has ignited an increase in discussions about generative AI tools in education. In this study, a human-centered learning and teaching framework that uses generative AI tools for self-regulated learning development through domain knowledge learning was proposed to catalyze changes in educational…
Descriptors: Artificial Intelligence, Technology Uses in Education, Independent Study, Elementary Secondary Education
Israel Ulises Cayetano-Jimenez; Erick Axel Martinez-Rios; Rogelio Bustamante-Bello; Ricardo A. Ramirez-Mendoza; Maria Soledad Ramirez-Montoya – IEEE Transactions on Learning Technologies, 2024
Educational robotics (ER) is a discipline of applied robotics focused on teaching robot design, analysis, application, and operation. Traditionally, ER has favored rigid robots, overlooking the potential of soft robots (SRs). While rigid robots offer insights into dynamics, kinematics, and control, they have limitations in exploring the depths of…
Descriptors: Robotics, Educational Technology, Teaching Methods, Learning Activities
Ruiperez-Valiente, Jose A.; Gaydos, Matthew; Rosenheck, Louisa; Kim, Yoon Jeon; Klopfer, Eric – IEEE Transactions on Learning Technologies, 2020
Learning games have great potential to become an integral part of new classrooms of the future. One of the key reported benefits is the capacity to keep students deeply engaged during their learning process. Therefore, it is necessary to develop models that can measure quantitatively how learners are engaging with learning games to inform game…
Descriptors: Behavior Patterns, Learner Engagement, Learning Analytics, Computer Games
Gomez, Manuel J.; Ruipérez-Valiente, Jose A.; Clemente, Félix J. Garcia – IEEE Transactions on Learning Technologies, 2023
Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that supports the benefits of using games for assessment. This field is commonly known as game-based assessment (GBA),…
Descriptors: Literature Reviews, Game Based Learning, Evaluation Methods, Elementary Secondary Education
Hershcovits, Haviv; Vilenchik, Dan; Gal, Kobi – IEEE Transactions on Learning Technologies, 2020
This paper studies students engagement in e-learning environments in which students work independently and solve problems without external supervision. We propose a new method to infer engagement patterns of users in such self-directed environments. We view engagement as a continuous process in time, measured along chosen axes that are derived…
Descriptors: Electronic Learning, Problem Solving, Independent Study, Factor Analysis
Laru, Jari; Naykki, Piia; Järvelä, Sanna – IEEE Transactions on Learning Technologies, 2015
In this paper, the Gartner Group's hype cycle is used as the basis for categorizing and analyzing research on the educational use of ubiquitous computing. There are five phases of the hype cycle: the technology trigger, the peak of inflated expectations, the trough of disillusionment, the slope of enlightenment, and the plateau of productivity.…
Descriptors: Educational Research, Computer Uses in Education, Handheld Devices, Case Studies
Strijbos, J. -W. – IEEE Transactions on Learning Technologies, 2011
Within the (Computer-Supported) Collaborative Learning (CS)CL research community, there has been an extensive dialogue on theories and perspectives on learning from collaboration, approaches to scaffold (script) the collaborative process, and most recently research methodology. In contrast, the issue of assessment of collaborative learning has…
Descriptors: Computer Uses in Education, Research Methodology, Evaluation Methods, Methods Research
Marty, J.-C.; Carron, T. – IEEE Transactions on Learning Technologies, 2011
The work reported here takes place in the educational domain. Learning with Computer-Based Learning Environments changes habits, especially for teachers. In this paper, we wish to demonstrate through examples how learning sessions set up in a Game-Based Learning environment may be regulated by the teacher thanks to observation facilities.…
Descriptors: Educational Environment, Computer Assisted Instruction, Learning Activities, Observation
Magnisalis, I.; Demetriadis, S.; Karakostas, A. – IEEE Transactions on Learning Technologies, 2011
This study critically reviews the recently published scientific literature on the design and impact of adaptive and intelligent systems for collaborative learning support (AICLS) systems. The focus is threefold: 1) analyze critical design issues of AICLS systems and organize them under a unifying classification scheme, 2) present research evidence…
Descriptors: Evidence, Instructional Design, Bibliographic Databases, Classification