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Pinky Kusuma Ningtyas; Hayuni Retno Widarti; Parlan Parlan – Journal of Science Learning, 2024
Social media is one of the platforms that is popular and familiar to various circles. This technology has penetrated multiple fields, especially education. Many studies have shown the use of social media in the learning process. This study aims to explore the use of social media in science learning environments and their impacts. The method used…
Descriptors: Social Media, Science Education, Learning Processes, Research Reports
Zhenjie Weng; Yao Fu – International Journal of Technology in Education, 2025
This systematic review analyses empirical studies on the implementation of Generative Artificial Intelligence (GenAI) in language education to highlight its impact on promoting inclusivity and bridging educational gaps. The review encompasses quantitative, qualitative, and mixed-methods research, with a focus on inclusivity and educational equity…
Descriptors: Inclusion, Artificial Intelligence, Computer Software, Equal Education
Christopher Dignam; Candace M. Smith; Amy L. Kelly – Journal of Education in Science, Environment and Health, 2025
The evolution of artificial intelligence (AI) and robotics in education has transitioned from automation toward emotionally responsive learning systems through artificial emotional intelligence (AEI). While AI-driven robotics has enhanced instructional automation, AEI introduces an affective dimension by recognizing and responding to human…
Descriptors: Robotics, Artificial Intelligence, Teaching Methods, Computer Software
Wei, Chun-Wang; Hung, I-Chun; Lee, Ling; Chen, Nian-Shing – Turkish Online Journal of Educational Technology - TOJET, 2011
This research demonstrates the design of a Joyful Classroom Learning System (JCLS) with flexible, mobile and joyful features. The theoretical foundations of this research include the experiential learning theory, constructivist learning theory and joyful learning. The developed JCLS consists of the robot learning companion (RLC), sensing input…
Descriptors: Foreign Countries, Educational Strategies, Constructivism (Learning), Experiential Learning
Chai, Ching Sing; Wong, Lung-Hsiang; Sim, Seok Hwa; Deng, Feng – Turkish Online Journal of Educational Technology - TOJET, 2012
Computer-based writing is already a norm to a large extent in social communication for any major language around the world. From this perspective, it would be pedagogically sound for students to master the Chinese input system as early as possible. This poses some challenges to students in Singapore, most of which are learning Chinese as a second…
Descriptors: Foreign Countries, Writing (Composition), Chinese, Writing Tests
Lim, Cher Ping – British Journal of Educational Technology, 2008
The aim of this paper and the one which follows is to explore how the potential of computer games may be taken up in schools to support learning engagement among students. It is not the intention of the papers to dismiss existing classroom practices or overlook accounts of innovative practices in schools; the papers' aim is to provide educators…
Descriptors: Computers, Games, Learner Engagement, Learning Motivation
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning
Biggs, Marie C.; Homan, Susan P.; Dedrick, Robert; Minick, Vanessa; Rasinski, Timothy – Reading Psychology, 2008
Software that teaches users to sing in tune and in rhythm while providing real-time pitch tracking was used in a study of struggling middle school readers. The software, Carry-a-Tune (CAT) was originally developed to improve singing; however, since it involves a repeated reading format, we used it to determine its effect on comprehension and…
Descriptors: Matched Groups, Reading Comprehension, Singing, Reading Instruction
Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang – Computers & Education, 2010
The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…
Descriptors: Feedback (Response), Experimental Groups, Computer Simulation, Learning Motivation
Tarng, Wermhuar; Change, Mei-Yu; Ou, Kuo-Liang; Chang, Ya-Wen; Liou, Hsin-Hun – Journal of Educational Technology Systems, 2009
The objective of this article is to investigate the computer animation and virtual reality technologies for developing a virtual marine museum. The museum consists of three exhibition areas. The first area displays fishes in freshwater, including creeks, rivers, and dams in Taiwan. The second area exhibits marine ecology and creatures of different…
Descriptors: Animation, Animals, Learning Motivation, Museums
McCoy, Leah P., Ed. – Online Submission, 2009
This document presents the proceedings of the Annual Research Forum. Included herein are the following 29 studies: (1) What Factors Influence Algebra 1 Students' Attitudes toward Math? (Elizabeth A. Allen); (2) Low-Income Student and Teacher Impressions of Kagan Cooperative Learning (Andrea Anderson); (3) Developing and Implementing an Articulated…
Descriptors: High Schools, Student Attitudes, Oral Reading, Writing Strategies
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers