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Showing 1 to 15 of 114 results Save | Export
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Bradley Graeme Welch; Juan Carlos Ponce Campuzano – International Journal of Mathematical Education in Science and Technology, 2025
In this paper, we explore how the typical second year undergraduate topic of matrix diagonalisation can be applied to solve a geometric problem which arises frequently in Vector Calculus: to find the curve of intersection of a plane and a surface. We use GeoGebra, which offers a cost-free and dynamic interface, to explore a specific variant of…
Descriptors: Geometry, Computer Software, Computer Assisted Instruction, Undergraduate Students
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Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
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Thomas Trendowski – Strategies: A Journal for Physical and Sport Educators, 2025
Generative artificial intelligence (GAI) is becoming more popular among educators with the recent advancements in tools such as ChatGPT and Dall-E. Although there are still questions around its efficacy, this type of technology can produce data or information based on prompts, which can be adapted for teachers' use. This article explores how this…
Descriptors: Physical Education, Team Sports, Curriculum Design, Physical Education Teachers
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Kim, Brian; Henke, Graham – Journal of Statistics and Data Science Education, 2021
One of the biggest hurdles of teaching data science and programming techniques to beginners is simply getting started with the technology. With multiple versions of the same coding language available (e.g., Python 2 and Python 3), various additional libraries and packages to install, as well as integrated development environments to navigate, the…
Descriptors: Computer Software, Data Analysis, Programming Languages, Computer Science Education
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Akcaoglu, Mete; Dogan, Selcuk; Hodges, Charles B. – TechTrends: Linking Research and Practice to Improve Learning, 2022
In this paper, we describe the design, development, and implementation of a curriculum based on teaching computer science using an industry-standard game-design software: Unity 3D. We discuss the theoretical underpinnings of our instructional design process and steps we have taken to introduce complexity and maintain student motivation. We discuss…
Descriptors: Curriculum Design, Curriculum Development, Curriculum Implementation, Coding
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Remshagen, Anja; Huett, Kim C. – TechTrends: Linking Research and Practice to Improve Learning, 2023
As schools endeavor to provide all students with access to computational thinking and computer science, the hackathon emerges as a competitive and high-energy event that uses authentic problems to motivate learners to engage in the domain of computing. This article presents the design case of a hackathon for teenagers as enacted over five…
Descriptors: Adolescents, Computer Software, Group Activities, Problem Solving
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Huiyu Zhang; Linda Fang – Educational Media International, 2023
In Temasek Polytechnic, Singapore, several AI chatbots acting as digital teaching assistants were trialed between July 2021 and August 2022. As these were developed for different purposes, it is important to learn if these AI chatbots help achieve the desired learning outcomes. This paper focuses on lessons learnt from three chatbots designed for…
Descriptors: Foreign Countries, Artificial Intelligence, Asynchronous Communication, Teaching Assistants
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Schulze-Buxloh, Lina; Grob, Rolf; Ulbrich, Michelle – International Society for Technology, Education, and Science, 2021
The worldwide Corona pandemic has severely restricted student projects in the higher semesters of engineering courses. In order not to delay the graduation, a new concept had to be developed for projects under lockdown conditions. Therefore, unused rooms at the university should be digitally recorded in order to develop a new usage concept as…
Descriptors: Computer Simulation, Distance Education, Educational Technology, Models
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Riske, Amanda K.; Cullicott, Catherine E.; Mirzaei, Amanda Mohammad; Jansen, Amanda; Middleton, James – Mathematics Teacher: Learning and Teaching PK-12, 2021
In this article, the authors introduce the Into Math Graph tool, which helps teachers learn about their students' mathematics-related experiences and mathematical engagement by inviting students to define and graph their engagement over time. This tool documents and allows teachers to understand how and why students' engagement increases,…
Descriptors: Mathematics Instruction, Teaching Methods, Learner Engagement, Graphs
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Suárez-Gómez, Andrés-David; Pérez-Holguín, Wilson Javier – Journal of Technology and Science Education, 2020
Educational robotics has become one of the most effective methods to teach STEM concepts in a practical and didactic way at all educational level. In this context, the LEGO Mindstorms robotic platforms have been widely used due to their versatility ease of use and modularity. Despite this, most of the papers focus on K-12 and undergraduate levels,…
Descriptors: Visualization, Teaching Methods, Educational Experience, Mathematics Instruction
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Underwood, Joshua – Research-publishing.net, 2021
Voice interaction assistants, such as "Siri," "Alexa," or "Google Assistant," offer new opportunities to create meaningful, fun tasks for language learning that require accurate spoken production. Designing good tasks requires an understanding of the learning context and needs as well as the interactional…
Descriptors: Audio Equipment, Second Language Learning, Second Language Instruction, Student Motivation
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Weber, Felix – International Association for Development of the Information Society, 2019
The Future Skills Report about the future of learning and higher Education (Ehlers & Kellermann, 2019) defines a variety of skills in which the active learner plays a central role. Starting from this perspective, our idea is to promote future skills with a digital data-driven study assistant for. As a theoretical foundation research about…
Descriptors: Data Analysis, Higher Education, Goal Orientation, Self Management
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Zarabanda, Diego Enrique Báez – Research in Social Sciences and Technology, 2019
Information and communications technology (ICT) is currently inserted in the daily activities of a human being and has become a necessary resource, vital for their development up to the point of not conceiving activities without using these. In this sense, the education field is not the exception and has been partially including ICT as support for…
Descriptors: Teaching Methods, Information Technology, Technology Integration, Technological Literacy
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Walsh, Kenneth R.; Hoque, Md Tamjidul; Williams, Kim H. – Journal of Learning in Higher Education, 2017
Human Machine Learning Symbiosis is a cooperative system where both the human learner and the machine learner learn from each other to create an effective and efficient learning environment adapted to the needs of the human learner. Such a system can be used in online learning modules so that the modules adapt to each learner's learning state both…
Descriptors: Online Courses, Learning Motivation, Affective Behavior, Computer Assisted Instruction
Machajewski, Szymon – Online Submission, 2017
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population…
Descriptors: Integrated Learning Systems, Educational Technology, Technology Uses in Education, Educational Games
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