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Giorgia Adorni; Alberto Piatti; Engin Bumbacher; Lucio Negrini; Francesco Mondada; Dorit Assaf; Francesca Mangili; Luca Maria Gambardella – Technology, Knowledge and Learning, 2025
In recent years, the emphasis on computational thinking (CT) has intensified as an effect of accelerated digitalisation. While most researchers are concentrating on defining CT and developing tools for its instruction and assessment, we focus on the characteristics of computational thinking problems (CTPs) -- activities requiring CT to be…
Descriptors: Computation, Thinking Skills, Problem Solving, Learning Activities
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Tobar-Muñoz, Hendrys; Baldiris, Silvia; Fabregat, Ramon – Technology, Knowledge and Learning, 2023
Augmented Reality Game-Based Learning (ARGBL) is becoming increasingly relevant in Technology-Enhanced Learning. Games with AR characteristics, or even AR applications structured with rules and game elements, are proving to be effective and successful learning experiences. There is a need to include teachers in the design process. In this paper,…
Descriptors: Computer Simulation, Simulated Environment, Educational Games, Game Based Learning
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Hiroaki Ogata; Changhao Liang; Yuko Toyokawa; Chia-Yu Hsu; Kohei Nakamura; Taisei Yamauchi; Brendan Flanagan; Yiling Dai; Kyosuke Takami; Izumi Horikoshi; Rwitajit Majumdar – Technology, Knowledge and Learning, 2024
This paper explores co-design in Japanese education for deploying data-driven educational technology and practice. Although there is a growing emphasis on data to inform educational decision-making and personalize learning experiences, challenges such as data interoperability and inconsistency with teaching goals prevent practitioners from…
Descriptors: Educational Technology, Instructional Design, Cooperation, Data Use
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Jewoong Moon; Unggi Lee; Junbo Koh; Yeil Jeong; Yunseo Lee; Gyuri Byun; Jieun Lim – Technology, Knowledge and Learning, 2025
This paper reviews the role of Generative Artificial Intelligence (GenAI) in transforming the landscape of educational game design. The recent rise and development of GenAI have expanded its applications in creating dynamic and interactive game systems. This review explores the potential of GenAI to craft personalized educational game designs that…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Instructional Design
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Sunday, Kissinger; Oyelere, Solomon Sunday; Agbo, Friday Joseph; Aliyu, Muhammad Bello; Balogun, Oluwafemi Samson; Bouali, Nacir – Technology, Knowledge and Learning, 2023
Many empirical studies have shown that educational games and recent technologies impact education and increase learning effectiveness, students' motivation and engagement. The overall aim of this study is to evaluate the usability of Imikode, a virtual reality (VR) game that was developed to introduce the concepts of object-oriented programming to…
Descriptors: Usability, Program Evaluation, Instructional Effectiveness, Computer Games
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Ronsivalle, G. B.; Boldi, A.; Gusella, V.; Inama, C.; Carta, S. – Technology, Knowledge and Learning, 2019
Nowadays, children and teenagers use technology products in an increasingly passive way. As simple consumers they cannot benefit from the opportunities of designing technology, which has a learning value. Educational Robotics (ER) programs are particularly effective in delivering contents of difficult disciplines: they can re-establish a balance…
Descriptors: Guidelines, Instructional Design, Robotics, Information Technology
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Catlin, Dave; Blamires, Mike – Technology, Knowledge and Learning, 2019
In 1969, Seymour Papert invented the first educational robot called a Turtle. It was an addition to the computer language Logo, which he'd designed in 1965 specifically for educating children. Papert did not simply invent some technology, he offered a revolutionary way of educating children. He gave teachers practical tools to realise…
Descriptors: Robotics, Special Needs Students, Teaching Methods, Educational Benefits
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Abrahamson, Dor; Trninic, Dragan; Gutierrez, Jose F.; Huth, Jacob; Lee, Rosa G. – Technology, Knowledge and Learning, 2011
Radical constructivists advocate discovery-based pedagogical regimes that enable students to incrementally and continuously adapt their cognitive structures to the instrumented cultural environment. Some sociocultural theorists, however, maintain that learning implies discontinuity in conceptual development, because novices must appropriate expert…
Descriptors: Feedback (Response), Cognitive Structures, Concept Formation, Cultural Context