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Soukaina Gouraguine; Mohammed Qbadou; Mohamed Rafik; Mustapha Riad; Khalifa Mansouri – Journal of Information Technology Education: Research, 2023
Aim/Purpose: Our study is focused on prototyping, development, testing, and deployment of a new knowledge primitive for the humanoid robot assistant NAO, in order to enhance student visual learning by establishing a human-robot interaction. Background: This new primitive, utilizing a convolutional neural network (CNN), enables real-time…
Descriptors: Robotics, Technology Uses in Education, Algorithms, Children
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Thomas Keller; Stefan Botchkovoi; Elke Brucker-Kley – International Association for Development of the Information Society, 2022
The potential of using virtual reality in the school context is assessed heterogeneously from a scientific point of view. Especially the embedding in existing didactic approaches, the concrete design of the support system as well as the competence of the teachers are relevant. But it is undisputed that virtual reality opens up new possibilities to…
Descriptors: Computer Simulation, Astronomy, Technology Uses in Education, Information Transfer
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Liru Hu; Gaowei Chen; Jiajun Wu – Journal of Computer Assisted Learning, 2024
Background: The existing research on dialogue-based learning and teaching predominantly highlights its capacity to yield productive educational outcomes, yet it often overlooks the pivotal factor of participation equity, which is fundamental to ensuring the efficacy of dialogic teaching and learning. Objectives: In this study, participation equity…
Descriptors: Problem Solving, Participation, Equal Education, Student Participation
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Wan Mohd Faizal Wan Mohd Nasir; Lilia Halim; Nurazidawati Mohamad Arsad – Journal of Pedagogical Research, 2024
Mastering creative thinking skills (CTS) is crucial for enhancing students' science conceptual understanding. However, conventional teaching prioritizes linear thinking over the three sub-CTS essential to science learning: associative, visual, and divergent thinking. Weaknesses in these three sub-CTS cause students to have misconceptions,…
Descriptors: Foreign Countries, Public Schools, High School Students, Grade 8
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Sarah Cacicio – Adult Literacy Education, 2024
Research shows that the vast majority of students who are diagnosed with learning disabilities in school are, in fact, dyslexic. Still, many students with dyslexia are not adequately identified, assessed, or supported with research-based interventions. Adults with dyslexia report struggling with reading difficulties from as early as kindergarten…
Descriptors: Dyslexia, Adult Learning, Correctional Institutions, Institutionalized Persons
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Yuchen Chen; Xinli Zhang; Lailin Hu – Educational Technology & Society, 2024
In conventional ancient Chinese poetry learning, students tend to be under-motivated and fail to understand many aspects of poetry. As generative artificial intelligence (GAI) has been applied to education, image-GAI (iGAI) provides great opportunities for students to generate visualized images based on their descriptions of poems, and to situate…
Descriptors: Elementary School Students, Grade 5, Poetry, Artificial Intelligence
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González-Zamar, Mariana-Daniela; Abad-Segura, Emilio; Luque de la Rosa, Antonio; López-Meneses, Eloy – Education Sciences, 2020
The constant development of digital technologies has allowed living in a digital environment based on connections, also transforming the context of the educational process. Experiences show that digital technologies have influenced the way of learning and, consequently, the way of teaching. Learning in the digital age is a complex process since it…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Art
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Cyr, Stéphane; Charland, Patrick; Riopel, Martin; Bruyère, Marie-Hélène – Journal of Computers in Mathematics and Science Teaching, 2019
Serious video games (SVGs) are increasingly used as supplementary teaching tools for mathematics education. Several studies report their positive impact on student learning. However, these impacts are variable, and the success of the tools cannot be generalized or extended to all settings or disciplines without an in-depth look at the games…
Descriptors: Foreign Countries, Video Games, Design, Models
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Kellems, Ryan O.; Morningstar, Mary E. – Career Development and Transition for Exceptional Individuals, 2012
The purpose of this study was to evaluate the effectiveness of using video modeling delivered through a portable media player (Apple video iPod) as a means of teaching job-related tasks to four young adults with autism spectrum disorders. The videos were enhanced by adding written instructions. Results indicated that using the iPod was associated…
Descriptors: Video Technology, Handheld Devices, Young Adults, Autism
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Cao, Jianxia; Nishihara, Akinori – Journal of Educational Multimedia and Hypermedia, 2012
More and more videos are now being used in e-learning context. For improving learning effect, to understand how students view the online video is important. In this research, we investigate how students deploy their attention when they learn through interactive slide video in the aim of better understanding observers' learning style. Felder and…
Descriptors: Video Technology, Electronic Learning, Technology Uses in Education, Interactive Video