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Rosidah; M. Miftach Fakhri; Muhammad Ammar Naufal; Muhammad Takwin Machmud; Della Fadhilatunisa; Fitria Arifiyanti; Soeharto Soeharto – Education and Information Technologies, 2025
Despite the increasing use of digital tools in education, limited research has explored their combined impact on both cognitive and affective learning outcomes in mathematics. This study aims to address this gap by investigating the effect of integrating GeoGebra technology through Augmented Reality (AR) and microgames on students' motivation,…
Descriptors: Mathematics Instruction, Technology Uses in Education, Computer Software, Computer Simulation
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Roland Kiraly; Sandor Kiraly; Martin Palotai – Education and Information Technologies, 2024
Deep learning is a very popular topic in computer sciences courses despite the fact that it is often challenging for beginners to take their first step due to the complexity of understanding and applying Artificial Neural Networks (ANN). Thus, the need to both understand and use neural networks is appearing at an ever-increasing rate across all…
Descriptors: Artificial Intelligence, Computer Science Education, Problem Solving, College Faculty
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Sebastian Straub; Isis Tunnigkeit; Julia Eberle; Arlind Avdullahu; Nikol Rummel – International Journal of Computer-Supported Collaborative Learning, 2025
A key challenge in CSCL research is to find ways to support learners in becoming effective collaborators. While the effectiveness of external collaboration scripts is well established, there is a need for research into support that acknowledges learners' autonomy during collaboration. In the present study, we compare an external collaboration…
Descriptors: Cooperative Learning, Interaction, Scripts, Computer Assisted Instruction
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Atharva Naik; Jessica Ruhan Yin; Anusha Kamath; Qianou Ma; Sherry Tongshuang Wu; R. Charles Murray; Christopher Bogart; Majd Sakr; Carolyn P. Rose – British Journal of Educational Technology, 2025
The relative effectiveness of reflection either through student generation of contrasting cases or through provided contrasting cases is not well-established for adult learners. This paper presents a classroom study to investigate this comparison in a college level Computer Science (CS) course where groups of students worked collaboratively to…
Descriptors: Cooperative Learning, Reflection, College Students, Computer Science Education
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Chih-Yueh Chou; Wei-Han Chen – Educational Technology & Society, 2025
Studies have shown that students have different help-seeking behavior patterns and tendencies and furthermore, that students with certain help-seeking behavior patterns and tendencies may have poor performance (i.e., at-risk students). This study applied an educational data mining approach, including clustering and classification, to analyze…
Descriptors: Student Behavior, Help Seeking, Problem Solving, Information Retrieval
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Kateryna Osadcha; Natalia Shumeiko; Mária Spišiaková – Advanced Education, 2025
The purpose of this research is to explore the correlation between the teaching of IT students with AI technologies in the modern era and John Dewey's model of teaching from the recent past. The study employs a combination of descriptive and qualitative research methods to achieve its aim. The Scopus AI resource is used to explore the existing AI…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Philosophy, Training
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José Nunes da Silva Júnior; José Mariano de Sousa Oliveira; Jean-Yves Winum; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; David Macedo do Nascimento; Ulisses Silva de Sousa; Antônia Torres Ávila Pimenta; André Jalles Monteiro – Journal of Chemical Education, 2024
The educational game Interactions 500 was extensively used remotely during the COVID-19 Pandemic as an activity at the Federal University of Ceará (Brazil) to help students review intermolecular forces. In the postpandemic years, the game was also used face-to-face in the classroom. However, Apple Store and Google Play Store removed it from their…
Descriptors: Chemistry, Science Activities, Educational Games, COVID-19
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Pérez-Escoda, Ana; Lena-Acebo, Francisco Javier; García-Ruiz, Rosa – Digital Education Review, 2021
Networked society before pandemic situation had become the context of a technology-supported environment for learning and teaching. Since COVID-19 pandemic occurred learning happened essentially mediated through connected smart devices that demand digital skills and reinforced Smart learning. This study aims to present a descriptive and…
Descriptors: Foreign Countries, COVID-19, Pandemics, Educational Technology
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Hansen, Nils Kristian; Hadjerrouit, Said – International Association for Development of the Information Society, 2023
This paper aims at using a Use-Modify-Create approach to explore students' mathematical problem solving by means of computational thinking (CT) and programming activities. The data collection method is participant observation, in which the researcher also has the role as teacher, guiding the group activities. In our study, two groups of students…
Descriptors: Problem Solving, Computation, Thinking Skills, Programming
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Marhan Taufik; Reni Dwi Susanti – Pedagogical Research, 2024
This research examines the application of students' computational thinking (CT) in solving numerical method problems through computer software. Data collection involved observing their learning process and conducting tests to evaluate their CT skills within the context of the root approach material using Newton-Raphson method. The results indicate…
Descriptors: Foreign Countries, Mathematics Education, College Students, Private Colleges
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Pando Cerra, Pablo; Gracia Rodríguez, Javier; Fernández Álvarez, Humberto; Busto Parra, Bernardo – Interactive Learning Environments, 2020
Interactive Web Environments and multimedia tools are very common in engineering studies. However, these resources are very limited when graphical resolution is needed during the learning process. A learning environment that combines video and self-assessment Computer-Aided Design (CAD) tools was developed to analyse this problem and to determine…
Descriptors: Multimedia Materials, Self Evaluation (Individuals), Engineering Education, Computer Assisted Design
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Héctor Galindo-Domínguez; María José Bezanilla; Lucía Campo – Education and Information Technologies, 2025
Although part of their use is intended for leisure, social networks could be a useful tool for developing students' critical thinking. Nevertheless, this relationship could also be influenced by our competence in learning to learn, that is to say, our knowledge, skills, and attitudes associated with self-regulation, metacognition, use of learning…
Descriptors: Social Media, College Students, Critical Thinking, Problem Solving
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Monica Ward; Fiona O'Riordan; Danielle Logan-Fleming; Dervila Cooke; Tara Concannon-Gibney; Marina Efthymiou; Niamh Watkins – Innovations in Education and Teaching International, 2024
Assessment is a central feature of teaching and learning. It is both complex and challenging in ordinary times, and these aspects are magnified in an online learning environment. Given its central role, it is crucial that its design and purpose is rigorous and robust. This paper presents justification for using interactive oral assessment as an…
Descriptors: Verbal Tests, Oral Language, Experiential Learning, Case Studies
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Lai, Ying-Hsun; Chen, Shih-Yeh; Lai, Chin-Feng; Chang, Yao-Chung; Su, Yu-Sheng – Interactive Learning Environments, 2021
Due to their applications on varied and complex issues, Artificial Intelligence (AI) and Internet of Things (IoT) (collectively, AIoT) have become popular new-generation courses, but the learning of such courses needs to consider actual situations and to analyze complicated problems, making it difficult for students to improve their academic…
Descriptors: Artificial Intelligence, Internet, Computation, Thinking Skills
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Nofouz Mafarja; Mimi Mohaffyza Mohamad; Haryanti Mohd Affandi; Raja Haslinda Raja Mohd Ali; Adnan Ahmad – SAGE Open, 2025
The Cybergogy approach is a teaching and learning methodology that integrates technology and pedagogy to promote critical thinking skills and inventive problem-solving among Technical and Vocational Education and Training (TVET) learners. This approach leverages the affordances of digital technologies such as virtual reality, simulations, and…
Descriptors: Thinking Skills, Problem Solving, Career and Technical Education, Educational Technology
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