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Tal Yachin; Miri Barak – Research in Science Education, 2024
The growing trend of "escape games" in science education instigates debate over their pedagogical value, with researchers calling for more emphasis on theory-based design processes. Thus, the current study's goal was to identify situated learning components that can be associated with educational escape games and to generate a…
Descriptors: Science Education, Educational Games, Game Based Learning, Situated Learning
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Pammer-Schindler, Viktoria; Rosé, Carolyn – International Journal of Artificial Intelligence in Education, 2022
Professional and lifelong learning are a necessity for workers. This is true both for re-skilling from disappearing jobs, as well as for staying current within a professional domain. AI-enabled scaffolding and just-in-time and situated learning in the workplace offer a new frontier for future impact of AIED. The hallmark of this community's work…
Descriptors: Data, Ethics, Informal Education, Professional Development
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Gerti Pishtari; María Jesús Rodríguez-Triana; Luis P. Prieto; Adolfo Ruiz-Calleja; Terje Väljataga – Journal of Computer Assisted Learning, 2024
Background: In the field of Learning Design, it is common that researchers analyse manually design artefacts created by practitioners, using pedagogically-grounded approaches (e.g., Bloom's Taxonomy), both to understand and later to support practitioners' design practices. Automatizing these high-level pedagogically-grounded analyses would enable…
Descriptors: Electronic Learning, Instructional Design, Active Learning, Inquiry
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Sandra Elsom; Colleen Stieler-Hunt; Margaret Marshman – Interactive Learning Environments, 2024
Proponents of game-based learning see potential for the inclusion of Alternate Reality Games (ARGs) in higher education. Research has shown that an ARG can support the induction and socialisation of students but engagement in educational ARGs has been disappointing. We explored whether students could learn via an ARG embedded in curriculum: if…
Descriptors: Computer Simulation, Integrated Curriculum, Game Based Learning, Educational Games
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Lugthart, Sarah; van Dartel, Michel – European Journal of STEM Education, 2021
Situated learning could benefit STEAM education because both aim to develop skills that can deal with complex real-life situations. Although ample research has been conducted into situated learning within higher vocational education in general, there exists little research on the implementation of the educational approach in STEAM education…
Descriptors: STEM Education, Art Education, Situated Learning, Authentic Learning
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Parsons, David; MacCallum, Kathryn – International Journal of Mobile and Blended Learning, 2022
To integrate digital technologies into the curriculum, teachers must support learners to use digital tools in authentic contexts. Physical computing, which involves the use of small portable electronic devices, provides an opportunity to achieve these goals. This article reports on the initial stages of a design-based research (DBR) project that…
Descriptors: Technology Integration, Computer Uses in Education, Handheld Devices, Laptop Computers
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Morrison, Andrew; Erstad, Ola; Liestøl, Gunnar; Pinfold, Nicholas; Snaddon, Bruce; Hemmersam, Peter; Grant-Broom, Andrea – Oxford Review of Education, 2019
In this article we explore the dynamic between the pedagogical and the urban, attending to 'agentive urban learning'. By this we mean processes by which young people build agency in the urban context, in using the resources of the city to develop their own agency, and of developing agency to act within the city. By agency, we refer to the capacity…
Descriptors: Context Effect, Futures (of Society), Situated Learning, Place Based Education