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Gwo-Jen Hwang; Chun-Chun Chang; Chin-Ya Juan – Educational Technology Research and Development, 2025
Problem-posing has been regarded as a potential method to engage students in deeper thinking; however, without sufficient supports, most students could encounter difficulties in posing quality problems. In this study, a concept mapping-based online cooperative problem-posing (CM-OCPP) approach is proposed to guide students to complete…
Descriptors: Learning Processes, Learning Strategies, Concept Mapping, Electronic Learning
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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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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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Yunus Emre Avcu; Yavuz Yaman – Journal of Inquiry Based Activities, 2024
A differentiated science activity was created for gifted students. The focus is on Sustainable Development Goal 15 (SDG-15) for life on land, enhancing engagement, self-regulated learning skills, and scientific creativity in gifted students. The activity spanned eight lesson hours, with tasks encouraging observation, inquiry, and creative…
Descriptors: Gifted, Individualized Instruction, Science Instruction, Computer Simulation
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Niina Niinimäki; Kati Sormunen; Pirita Seitamaa-Hakkarainen; Sini Davies; Kaiju Kangas – Journal of Computer Assisted Learning, 2025
Background: Implementing maker education in schools is on the rise, fuelled by its potential to move formal education towards a creative, technology-driven 21st century learning culture. In maker education, collaborative learning takes place through and around various digital and traditional technologies, which provide the means for students'…
Descriptors: Cooperative Learning, Experiential Learning, Technological Literacy, Student Projects
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Sirin Küçük-Avci; Özcan Erkan Akgün; Fatime Balkan-Kiyici – Education and Information Technologies, 2024
This study aimed to juxtapose the impacts of the Problem-Based Learning (PBL) methodology implemented within a three-dimensional (3D) virtual environment against PBL in a conventional face-to-face setting, along with a control group, on students' learning performance, conceptual comprehension, and spatial aptitude. The investigation concentrated…
Descriptors: Problem Based Learning, Educational Technology, Electronic Learning, In Person Learning
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Shen Qiao; Samuel Kai Wah Chu; Susanna Siu-sze Yeung – Computer Assisted Language Learning, 2025
Morphological analysis is a form of problem solving to work out the meanings of unfamiliar words by applying knowledge of morphemes. It has emerged recently as an important predictor of reading comprehension. However, while gamification can potentially be used to teach this skill, few studies have examined its use. To address this, a…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
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Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
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Monika Mithans; Joca Zurc; Milena Ivanuš Grmek – Center for Educational Policy Studies Journal, 2024
The quality of educational work is inextricably linked to many factors at the system, school, teacher, and student levels. This research was carried out within the project 'Education of Teachers as a Factor of Providing High-quality Life-long Learning in the Learning Society/The Society of Fast Socio-economic Changes and Unsure Future', funded by…
Descriptors: Teaching Methods, Elementary School Students, Grade 7, Grade 9
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Glenis Gamarra-Pautt; Zoila Liliana Giraldo-Martínez – HOW, 2025
This study deeply examines the potential impact of Project-Based Learning (PBL) on the speaking abilities of a group of seventh-grade students at a public school in Cartagena, Colombia, and its connection to language learning strategies. A mixed-gender group of thirty-five students aged between 12 and 15 was randomly chosen for this explorative…
Descriptors: Grade 7, Teaching Methods, Comparative Analysis, Action Research
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Humaira Mariyam B.; V. K. Karthika – Educational Philosophy and Theory, 2025
Games are used as effective pedagogical tools in language classrooms. Gamifying language tasks can motivate learners to actively participate in the learning process. Probing how games in English language classrooms enable rhizomatic learning, this research study explores how the use of collaborative drawing, elements of gamification, and…
Descriptors: Game Based Learning, Cooperative Learning, Freehand Drawing, Visual Aids
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Li Chen; Yuta Taniguchi; Atsushi Shimada; Masanori Yamada – SAGE Open, 2024
Despite the growing emphasis on integrating collaborative problem-solving (CPS) into science, technology, engineering, and mathematics (STEM) education, a comprehensive understanding of the critical factors that affect the effectiveness of this educational approach remains a challenge. This study aims to identify effective strategic and behavioral…
Descriptors: Secondary School Students, Cooperative Learning, Problem Solving, STEM Education
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Brahim El Fadil; Ridha Najar – Design and Technology Education, 2024
This paper explores the integration of STEM activities in teaching and learning, emphasizing the importance of innovative pedagogical approaches in effectively introducing theoretical concepts, such as variables and functions, and merging them with practical applications. Drawing on existing literature, this study investigates the integration of…
Descriptors: STEM Education, Instructional Innovation, Learning Activities, Mathematical Concepts
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Kun Huang; Ching-Huei Chen – Journal of Computer Assisted Learning, 2025
Background: Digital game-based learning (DGBL) has shown promise in enhancing learning and motivation, with appropriate scaffolding playing a crucial role in facilitating student inquiries and knowledge acquisition through science games. While scaffolding is generally effective in promoting learning in DGBL, there is variability among different…
Descriptors: Video Technology, Educational Technology, Artificial Intelligence, Computer Mediated Communication
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Wenyi Lu; Joseph Griffin; Troy D. Sadler; James Laffey; Sean P. Goggins – Journal of Learning Analytics, 2025
Game-based learning (GBL) is increasingly recognized as an effective tool for teaching diverse skills, particularly in science education, due to its interactive, engaging, and motivational qualities, along with timely assessments and intelligent feedback. However, more empirical studies are needed to facilitate its wider application in school…
Descriptors: Game Based Learning, Predictor Variables, Evaluation Methods, Educational Games
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