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Tenchita Alzaga Elizondo; David Brown – International Journal of Computer-Supported Collaborative Learning, 2024
While there are many documented approaches to using technological tools to support collaboration in remote environments, studies related to proof-based courses are overwhelmingly situated in the context of geometry. This study uses instrumental genesis theory to study how students in an introduction to proofs course operationalize the…
Descriptors: Geometry, Mathematical Logic, Validity, Cooperative Learning
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Parwoto Parwoto; Sitti N. Ilyas; Muhammad Y. Bachtiar; Kartini Marzuki – South African Journal of Childhood Education, 2024
Background: Early childhood education (ECE) is crucial in cultivating creativity, especially in today's tech-savvy world. This study explores the impact of collaborative project-based learning (PjBL) with computer and play motivation on kindergarten children's creativity. Aim: Our research aimed to determine if collaborative PjBL, combined with…
Descriptors: Creativity, Kindergarten, Student Projects, Active Learning
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Tawfik, Andrew A.; Graesser, Arthur; Love, Jenee – Technology, Knowledge and Learning, 2020
Researchers suggest that solving ill-structured problems using project-based learning approaches is one way to engender STEM learning outcomes. However, project based learning poses unique challenges in practice, including the translation of technical information, design of scenarios, facilitation of instruction, and management of student…
Descriptors: Active Learning, Student Projects, STEM Education, Computer Uses in Education
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Jahnke, Isa; Meinke-Kroll, Michele; Todd, Michelle; Nolte, Alexander – Technology, Knowledge and Learning, 2022
Active learning strategies increase student engagement and performances, however, there is student resistance toward such instructional interventions. To overcome student resistance groupwork can be useful. In addition, digital technology can be used to re-design courses to add active learning techniques and support learning "with" and…
Descriptors: Active Learning, Computer Uses in Education, Educational Technology, College Students
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Henrike Diekhoff – Cogent Education, 2024
The utilization of devices like iPads for video feedback has become increasingly popular and is now acknowledged as a valuable asset in PE. Nevertheless, existing research and implementation of video feedback have been primarily concentrating on particular skills. This study explores students' perceptions of video-supported debates in game-based…
Descriptors: Foreign Countries, Physical Education, Elementary School Students, Grade 6
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Hsu, Keng-Chih; Liu, Gi-Zen – Journal of Computer Assisted Learning, 2023
Background: Given the advancement of mobile and sensing technology, the incorporation of augmented reality (AR) in context-aware ubiquitous learning (CAUL) has offered significant benefits to oral communication development in foreign language learning. Although a great number of studies have been dedicated in this field, only a little research was…
Descriptors: Computer Simulation, Educational Technology, Best Practices, Computer Uses in Education
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Eickholt, Jesse; Johnson, Matthew R.; Seeling, Patrick – IEEE Transactions on Education, 2021
Contribution: Practical active learning stations (PALSs)-equipped classrooms function similar to prototypical active learning classrooms (ALCs). They support student collaboration and active learning pedagogies but at a fraction of the cost. Background: Active learning pedagogies and active learning technology are revitalizing STEM education and…
Descriptors: Active Learning, Classroom Environment, Computer Uses in Education, Classroom Design
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Stalp, Marybeth C.; Hill, Susan E. – Journal of Learning Spaces, 2019
The technologically enhanced classroom assists students in developing their interpersonal, or soft skills, and helps them strengthen needed competencies as they move into their careers. This may be particularly helpful for contemporary students, who have grown up interacting with others electronically, via text message, Instagram, and the like.…
Descriptors: Undergraduate Students, Skill Development, Active Learning, Blended Learning
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Ahmad F. Saad – International Society for Technology, Education, and Science, 2023
In modern school education, the integration of technology has revolutionized traditional teaching methods and introduced innovative approaches to curriculum design. Class blogs and student blogs have emerged as dynamic web 2.0 tools that hold immense potential to transform the learning experience in schools. This abstract explores the utilization…
Descriptors: Electronic Publishing, Web Sites, Teaching Methods, Learner Engagement
Yuan, Guangji – ProQuest LLC, 2019
Cross-community collaboration which expands community members' interaction to a larger social scale plays a crucial role in increasing information exchange and extending inquiry learning. This dissertation uses a design-based research approach which aims at testing a multi-level emergence design in multiple learning communities. This design serves…
Descriptors: Communities of Practice, Grade 5, Elementary School Students, Cooperative Learning
Barrett, Sharon Kebschull – Public Impact, 2018
The article examines how a high school teacher designed an honors precalculus blended-learning class in North Carolina. By making videos of precalculus lectures where she had students watch during their days off from the class, the teacher was able to have her students work on problem solving and inquiry-based activities in groups when in-class.…
Descriptors: Blended Learning, Mathematics Instruction, Calculus, Secondary School Mathematics
Amy Shannon; Alex Sciuto; Danielle Hu; Steven P. Dow; Jessica Hammer – Grantee Submission, 2017
Peer feedback is a central activity for project-based design education. The prevalence of devices carried by students and the emergence of novel peer feedback systems enables the possibility of collecting and sharing feedback immediately between students during class. However, pen and paper is thought to be more familiar, less distracting for…
Descriptors: Graduate Students, Computer Games, Peer Evaluation, Computer Mediated Communication
Holder, Ashley; Bethea-Hampton, Terrie – Association Supporting Computer Users in Education, 2018
The purpose of this collaborative project is to incorporate Open Educational Resources (OER) and Virtual Reality (VR) into college courses to promote student engagement and flexible learning opportunities. This project will assist teachers in the K-12 and higher education environment to better identify lesson strategies for the implementation of…
Descriptors: Shared Resources and Services, Educational Technology, Computer Uses in Education, Computer Simulation
Ustun, Ahmet Berk – ProQuest LLC, 2018
The purpose of this multiple case design-based research study was to determine what elements were needed to assist two higher education instructors inexperienced in designing and teaching a blended learning course to successfully create and implement it, to document the instructors' perceptions about their first experience of teaching a blended…
Descriptors: Blended Learning, College Faculty, College Instruction, Teacher Attitudes
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Schwarz, Baruch B.; de Groot, Reuma; Mavrikis, Manolis; Dragon, Toby – International Journal of Computer-Supported Collaborative Learning, 2015
In this paper, we identify "Learning to Learn Together" (L2L2) as a new and important educational goal. Our view of L2L2 is a substantial extension of "Learning to Learn" (L2L): L2L2 consists of learning to collaborate to successfully face L2L challenges. It is inseparable from L2L, as it emerges when individuals face problems…
Descriptors: Cooperative Learning, Computer Uses in Education, Reflection, Learner Engagement
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