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Emily Theophilou; Rene Lobo-Quintero; Davinia Hernandez-Leo; Roberto Sanchez-Reina; Dimitri Ognibene – IEEE Transactions on Learning Technologies, 2024
The impact of social media on teens' mental health and development raises the need for educational interventions that equip them with the knowledge and skills to cope with dangerous situations. In spite of the growing effort to expand social media literacy among youngsters, social media interventions still rely on conventional methods that tend to…
Descriptors: Social Media, Social Emotional Learning, Longitudinal Studies, High School Students
Clemens Drieschner; Ferdinand Xiong; Florian Bajraktari; Matthias C. Utesch; Jorg Weking; Helmut Krcmar – IEEE Transactions on Learning Technologies, 2025
The growing demand for sustainable products and services has led to the emergence of a range of entrepreneurial opportunities for innovative business solutions. These new opportunities require novel entrepreneurial skills to design, grow, and maintain sustainable businesses. However, existing educational games do not address the specific skills…
Descriptors: High School Students, Game Based Learning, Games, Entrepreneurship
Hwang, Wu-Yuin; Purba, Siska Wati Dewi; Bao, Shih-Jyun; Ma, Jhao-Heng – IEEE Transactions on Learning Technologies, 2022
This article integrated inquiry behaviors and a guided learning map (gMap) into a mobile app called Ubiquitous-Physics (U-Physics), which helps students to explore inclined plane phenomena in authentic contexts. The article investigated inquiry behaviors such as interpreting graphs, applying formulas, drawing conclusions, and peer collaboration,…
Descriptors: Physics, Science Education, Science Instruction, Computer Oriented Programs
Ferro, Lauren S.; Sapio, Francesco; Terracina, Annalisa; Temperini, Marco; Mecella, Massimo – IEEE Transactions on Learning Technologies, 2021
Education and training are among the fields taking advantage of serious games (SGs). In this article, we present Gea 2: A New Earth, a digital SG developed as an immersive 3-D virtual learning environment, integrating several educational resources, including multimedia learning material, communication tools, and intelligent tutoring support. The…
Descriptors: Educational Games, STEM Education, Technology Uses in Education, Intelligent Tutoring Systems
Xie, Charles; Li, Chenglu; Sung, Shannon; Jiang, Rundong – IEEE Transactions on Learning Technologies, 2022
During the COVID-19 pandemic, many students lost opportunities to explore science in labs due to school closures. Remote labs provide a possible solution to mitigate this loss. However, most remote labs to date are based on a somehow centralized model in which experts design and conduct certain types of experiments in well-equipped facilities,…
Descriptors: Learner Engagement, Distance Education, Science Education, COVID-19
Lai, Song; Sun, Bo; Wu, Fati; Xiao, Rong – IEEE Transactions on Learning Technologies, 2020
Adaptive e-learning can be used to personalize learning environment for students to meet their individual demands. Individual differences depend on the students' personality traits. Numerous studies have indicated that understanding the role of personality in the learning process can facilitate learning. Hence, personality identification in…
Descriptors: Personality Traits, Electronic Learning, Individual Differences, Learning Processes
Calvo-Morata, Antonio; Rotaru, Dan Cristian; Alonso-Fernandez, Cristina; Freire-Moran, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2020
Bullying is a serious social problem at schools, very prevalent independently of culture and country, and particularly acute for teenagers. With the irruption of always-on communications technology, the problem, now termed cyberbullying, is no longer restricted to school premises and hours. There are many different approaches to address…
Descriptors: Educational Games, Bullying, Computer Mediated Communication, Learning Analytics
Bondaryk, Leslie G.; Hsi, Sherry; Van Doren, Seth – IEEE Transactions on Learning Technologies, 2021
Sensor systems have the potential to make abstract science phenomena concrete for K-12 students. Internet of Things (IoT) sensor systems provide a variety of benefits for modern classrooms, creating the opportunity for global data production, orienting learners to the opportunities and drawbacks of distributed sensor and control systems, and…
Descriptors: Internet, Systems Development, Computer Uses in Education, Secondary School Science
Papamitsiou, Zacharoula; Economides, Anastasios A. – IEEE Transactions on Learning Technologies, 2020
Recommending educational resources to groups of students is a common task in collaborative learning contexts. However, differences in within-group motivational factors might lead to conflicts in students' intention to use the resources. Previous methods fail to achieve high goodness of recommendation for the majority of students in heterogeneous…
Descriptors: Student Motivation, Cooperative Learning, Game Theory, Educational Resources
Cen, Ling; Ruta, Dymitr; Al Qassem, Lamees Mahmoud Mohd Said; Ng, Jason – IEEE Transactions on Learning Technologies, 2020
Technology-enhanced learning has attracted increasing attention of educational community focused on improvement of traditional classroom learning. Augmented immersive reality (AIR) technologies enhance users' perception of reality by augmenting it with computer-generated components such as audio, video, 2/3-D graphics, GPS data, etc. The AIR…
Descriptors: Educational Technology, Multimedia Materials, Virtual Classrooms, Simulated Environment
Riojas, M.; Lysecky, S.; Rozenblit, J. – IEEE Transactions on Learning Technologies, 2012
Numerous efforts seek to increase awareness, interest, and participation in scientific and technological fields at the precollege level. Studies have shown these students are at a critical age where exposure to engineering and other related fields such as science, mathematics, and technology greatly impact their career goals. A variety of advanced…
Descriptors: Educational Technology, Engineering Education, Engineering, High Schools
Magnisalis, Ioannis; Demetriadis, Stavros – IEEE Transactions on Learning Technologies, 2017
This article presents evaluation data regarding the MAPIS3 architecture which is proposed as a solution for the data-transfer among various tools to promote flexible collaborative learning designs. We describe the problem that this architecture deals with as "tool orchestration" in collaborative learning settings. This term refers to a…
Descriptors: Computer Uses in Education, Cooperative Learning, Computer System Design, Internet
VanLehn, Kurt; Zhang, Lishan; Burleson, Winslow; Girard, Sylvie; Hidago-Pontet, Yoalli – IEEE Transactions on Learning Technologies, 2017
This project aimed to improve students' learning and task performance using a non-cognitive learning companion in the context of both a tutor and a meta-tutor. The tutor taught students how to construct models of dynamic systems and the meta-tutor taught students a learning strategy. The non-cognitive learning companion was designed to increase…
Descriptors: Metacognition, Learning Strategies, Nonverbal Communication, High School Students
Di Blas, N.; Bucciero, A.; Mainetti, L.; Paolini, P. – IEEE Transactions on Learning Technologies, 2012
Multi-User Virtual Environments (MUVEs) are often used to support learning in formal and informal educational contexts. A technology-based educational experience consists of several elements: content, syllabus, roles, sequence of activities, assignments, assessment procedures, etc. that must be aligned with the affordances of the technologies to…
Descriptors: Virtual Classrooms, Educational Technology, Cooperative Learning, Instructional Design