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Nicholus Gumisirizah; Joseph Nzabahimana; Charles M. Muwonge – Education and Information Technologies, 2024
This comparative study investigated the effect of supplementing problem-based learning (PBL) with video resources on students' academic achievement in physics, a unit of simple machines. It was carried out in the Ugandan Government and private lower secondary schools. The quasi-experimental design employed a cluster sampling design with 947…
Descriptors: Foreign Countries, Problem Based Learning, Video Technology, Science Achievement
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Stavros A. Nikou – Education and Information Technologies, 2024
Thanks to the advancement of mobile technologies, Augmented Reality (AR) has become broadly accessible through mobile devices such as smartphones and tablets. Mobile Augmented Reality can benefit science education in a variety of ways. However, except from some sporadic experimental cases, it is rather rarely employed by teachers and has not yet…
Descriptors: Science Instruction, Student Teachers, Telecommunications, Handheld Devices
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Meng-Jun Chen; Hsiao-Ching She; Pei-Yi Tsai – Education and Information Technologies, 2024
Despite national curricula and instructional reforms calling for collaborative problem-solving skills (CPS), however, there is an absence of a theory-laden model showing how to effectively construct CPS for science learning. We therefore developed and validated a simulation-based CPS model that exploits its constructs, sequences, and causal…
Descriptors: Computer Simulation, Cooperative Learning, Problem Solving, Educational Change
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Yildirim, Zehra; Baran, Medine – Education and Information Technologies, 2021
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students' achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental…
Descriptors: Physical Activities, Games, Video Games, Grade 9
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Verpoorten, Dominique; Castaigne, Jean-Loup; Westera, Wim; Specht, Marcus – Education and Information Technologies, 2014
This paper describes how a short, repeated and structured opportunity to reflect was integrated in the storyline of a serious game in order to stimulate the development of a meta-cognitive skill: the ability to self-assess the degree of confidence in own answers. An empirical validation of the approach, conducted with 28 secondary school pupils,…
Descriptors: Physics, Science Education, Cognitive Ability, Secondary School Students