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Vargas-Macías, Zulma Liliana; Rodríguez-Hernandez, Ariel Adolfo; Sánchez-Sáenz, Claudia Liliana – GIST Education and Learning Research Journal, 2020
This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) have been implemented, as an ICT-mediated learning strategy for learning and training in the education. A systemic literary review of works on the subject is carried out to contextualize and identify methods,…
Descriptors: Computer Games, Teaching Methods, Learning Strategies, Game Based Learning
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McFaul, Hugh; FitzGerald, Elizabeth – British Journal of Educational Technology, 2020
This paper provides a realist evaluation of the Open Justice virtual reality (VR) smartphone app, designed to develop presentation skills for students on an undergraduate legal education module. This work addresses two research questions: what proportion of students engaged with the Open Justice app, and what worked for whom in what circumstances…
Descriptors: Undergraduate Students, Legal Education (Professions), Computer Simulation, Computer Software
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Tan, Elaine; Small, Adrian; Lewis, Paul – Research in Learning Technology, 2020
This article analyses the pilot of an anonymous question and answer mobile application with a large cohort of undergraduate students (460) enrolled on an Operations Strategy Management module. The mobile application allowed students to pose anonymous questions to both peers and staff, create replies and vote on questions posted by other users. The…
Descriptors: Confidentiality, Learner Engagement, Peer Relationship, Large Group Instruction
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Paxinou, Evgenia; Panagiotakopoulos, Christos T.; Karatrantou, Anthi; Kalles, Dimitrios; Sgourou, Argyro – Biochemistry and Molecular Biology Education, 2020
This study presents the integration of three different teaching scenarios, during biology laboratory lessons, with the overall aim of exploring the potential predominant effectiveness of teaching and improvement of students' learning, by the use of the three-dimensional virtual reality educational tool Onlabs, versus more traditional didactic…
Descriptors: Biology, Science Instruction, Computer Simulation, Instructional Effectiveness
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Westera, Wim; Prada, Rui; Mascarenhas, Samuel; Santos, Pedro A.; Dias, João; Guimarães, Manuel; Georgiadis, Konstantinos; Nyamsuren, Enkhbold; Bahreini, Kiavash; Yumak, Zerrin; Christyowidiasmoro, Chris; Dascalu, Mihai; Gutu-Robu, Gabriel; Ruseti, Stefan – Education and Information Technologies, 2020
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game…
Descriptors: Artificial Intelligence, Educational Games, Educational Technology, Computer Software
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Flores-Bascuñana, Míriam; Diago, Pascual D.; Villena-Taranilla, Rafael; Yáñez, Dionisio F. – Education Sciences, 2020
Nowadays, Augmented Reality (AR) is one of the emerging technologies with a greater impact in the Education field. Research has proved that AR-based activities improve the teaching and learning processes. Also, the use of this type of technology in classroom facilitates the understanding of contents from different areas as Arts, Mathematics or…
Descriptors: Grade 6, Elementary School Students, Educational Technology, Technology Uses in Education
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Uluay, Gulsah; Dogan, Alev – Journal of Education in Science, Environment and Health, 2020
The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. In accordance with this purpose, key factors towards using digital games in classroom are also observed. Convergent parallel design that is a type of mix method…
Descriptors: Preservice Teachers, Science Teachers, Teaching Methods, Electronic Learning
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Suárez-Gómez, Andrés-David; Pérez-Holguín, Wilson Javier – Journal of Technology and Science Education, 2020
Educational robotics has become one of the most effective methods to teach STEM concepts in a practical and didactic way at all educational level. In this context, the LEGO Mindstorms robotic platforms have been widely used due to their versatility ease of use and modularity. Despite this, most of the papers focus on K-12 and undergraduate levels,…
Descriptors: Visualization, Teaching Methods, Educational Experience, Mathematics Instruction
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White, Garry – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The purpose of this study is to determine the effectiveness of an Adaptive Learning Technology (ALT), as compared to traditional teaching methods, in an undergraduate management information course. The effectiveness is based on Bloom's Taxonomy of Learning Competencies. Background: Previous studies have investigated factors involved…
Descriptors: Assistive Technology, Educational Technology, Computer Assisted Instruction, Instructional Effectiveness
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Bédi, Branislav; Bernharðsson, Haraldur; Chua, Cathy; Guðmarsdóttir, Birgitta Björg; Habibi, Hanieh; Rayner, Manny – Research-publishing.net, 2020
We describe how the open-source Learning and Reading Assistant (LARA) platform was used to convert a classic Old Norse text, the "Völuspá," into an interactive online form. The LARA version includes high-quality recorded audio, translations, notes on key words and phrases, an automatically generated concordance, and links to other online…
Descriptors: Open Source Technology, Indo European Languages, Audio Equipment, Translation
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Hoteit, Bilal; Abdallah, Ali; Faour, Ahmad; Awada, Imad Alex; Sorici, Alexandru; Florea, Adina Magda – International Association for Development of the Information Society, 2020
Social robot in service is radically changing the ways of performing tasks and it becomes a distinct and valuable nascent. To achieve persist autonomy, robotic systems implement a closed-loop consisting of at least planning, reasoning and acting phases. From the continual loop perspective, this paper presents the ROSPlan framework, as a task…
Descriptors: Robotics, Artificial Intelligence, Man Machine Systems, Computer Software
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Anne Quinn – Mathematics Teacher: Learning and Teaching PK-12, 2020
The paper discusses technology that can help students master four triangle centers -- circumcenter, incenter, orthocenter, and centroid. The technologies are a collection of web-based apps and dynamic geometry software. Through use of these technologies, multiple examples can be considered, which can lead students to generalizations about triangle…
Descriptors: Mathematics Instruction, Teaching Methods, Geometry, Computer Software
Gao, Shanshan – ProQuest LLC, 2022
In the modern higher educational system, technology permeated almost all the provisions of educational processes and transformed individual learning transactions. Empirical evidence reveals students' skill gaps in the digitized campus and the real-world work environment driven by technology. Technical training is of high value and in high demand…
Descriptors: Andragogy, Learning Motivation, Personal Autonomy, Learning Theories
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de Ruiter, Laura E.; Bers, Marina U. – Computer Science Education, 2022
Background and Context: Despite the increasing implementation of coding in early curricula, there are few valid and reliable assessments of coding abilities for young children. This impedes studying learning outcomes and the development and evaluation of curricula. Objective: Developing and validating a new instrument for assessing young…
Descriptors: Programming Languages, Computer Software, Coding, Computer Science Education
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Lee, Soyeon – Composition Forum, 2022
In this article, I describe the challenges I encountered and the process I navigated in conducting discourse-based interviews (DBIs) with multilingual transnational participants in disaster recovery in the context of community-based research. Attending to the messiness and complexity of community-based research in the aftermath of human-induced…
Descriptors: Immigrants, Multilingualism, Interviews, Natural Disasters
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