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Ho, Chun-Heng; Zhang, Hang-qin; Li, Juan; Zhang, Min-quan – International Journal of Distance Education Technologies, 2023
Digital education has recently become a mainstream education model. Despite digital education's increasing popularity, there remain issues when it comes to teacher-student interactions in digital space, which have made it impossible for this model to achieve the same teaching quality as traditional in-person education. Compared with other academic…
Descriptors: Technology Uses in Education, Electronic Learning, Teacher Student Relationship, Interaction
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Hiroaki Ogata; Changhao Liang; Yuko Toyokawa; Chia-Yu Hsu; Kohei Nakamura; Taisei Yamauchi; Brendan Flanagan; Yiling Dai; Kyosuke Takami; Izumi Horikoshi; Rwitajit Majumdar – Technology, Knowledge and Learning, 2024
This paper explores co-design in Japanese education for deploying data-driven educational technology and practice. Although there is a growing emphasis on data to inform educational decision-making and personalize learning experiences, challenges such as data interoperability and inconsistency with teaching goals prevent practitioners from…
Descriptors: Educational Technology, Instructional Design, Cooperation, Data Use
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Anna Keune – International Journal of Computer-Supported Collaborative Learning, 2024
A key commitment of computer-supported collaborative learning research is to study how people learn in collaborative settings to guide development of methods for capture and design for learning. Computer-supported collaborative learning research has a tradition of studying how the physical world plays a part in collaborative learning. Within the…
Descriptors: Design Crafts, Visual Arts, Algorithms, Cooperation
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Franco, David Carlos; Bidarra, José – Open Praxis, 2022
The potential of electronic books (ebooks) has been discussed widely, due mainly to their role in helping the user transform passive reading into interactive and dynamic learning, while promoting better retention and appropriation of materials. Taking this premise, the present study follows an exploratory and qualitative approach, discussing how…
Descriptors: Instructional Design, Online Courses, Electronic Books, Learning Strategies
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Dwayne Wood; Scott H. Moss – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The purpose of the study was to evaluate the impact of generative artificial intelligence (GenAI) on students' learning experiences and perceptions through a master's-level course. The study specifically focused on student engagement, comfort with GenAI and ethical considerations. Design/methodology/approach: The study used an action…
Descriptors: Artificial Intelligence, Learning Experience, Influence of Technology, Evaluation
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Taleyarkhan, Manaz; Dasgupta, Chandan; Garcia, John Mendoza; Magana, Alejandra J. – Journal of Science Education and Technology, 2018
Engineering design thinking is hard to teach and still harder to learn by novices primarily due to the undetermined nature of engineering problems that often results in multiple solutions. In this paper, we investigate the effect of teaching engineering design thinking to freshmen students by using a computer-aided Design (CAD) simulation…
Descriptors: Design, Educational Technology, Engineering Education, Engineering Technology
Vipin Verma – ProQuest LLC, 2021
Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing games for teaching highly specific topics,…
Descriptors: Educational Games, Game Based Learning, Instructional Design, Program Content
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Liudmyla, Dykhnych; Olena, Karakoz; Yana, Levchuk; Svitlana, Namestiuk; Olena, Yasynska – Journal of Curriculum and Teaching, 2022
The rapid development of science, technology, and digital multimedia has made adjustments in all areas of design. Its ramifications and forms are deeply influenced by digital media, making new demands on teaching. A renewed society regulates new modes of teaching to produce applicants capable of adapting to the development of modern society and…
Descriptors: Design, Higher Education, Clothing, Technology Uses in Education
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Harindranathan, Priya; Folkestad, James – Online Learning, 2019
Instructors may design and implement formative assessments on technology-enhanced platforms (e.g., online quizzes) with the intention of encouraging the use of effective learning strategies like active retrieval of information and spaced practice among their students. However, when students interact with unsupervised technology-enhanced learning…
Descriptors: Learning Analytics, Instructional Design, Learning Strategies, Educational Technology
Jan, Mingfong; Gaydos, Matthew – Educational Technology, 2016
This article aims at clarifying and conceptualizing game-based learning (GBL) in order to pinpoint directions for practices and research. The authors maintain that GBL should be conceptualized toward the transformation of a textbook-learning culture. The authors emphasize the importance of a paradigm shift in learning and a reorientation in…
Descriptors: Educational Practices, Educational Research, Educational Games, Learning Strategies
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Sahin, Muhittin; Keskin, Sinan; Yurdugül, Halil – International Association for Development of the Information Society, 2018
An important advantage of e-learning environments is the numerical observation of the learning behaviors of students. The use of e-learning environments by students creates a learner data. From these learner data, the navigation patterns obtained by using educational data mining have a very important place in learning and teaching design. Studies…
Descriptors: Electronic Learning, Learning Readiness, Navigation (Information Systems), Interaction
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Linder-VanBerschot, Jennifer A.; Summers, Laura L. – Quarterly Review of Distance Education, 2015
As we strive to provide quality and sustainable online learning experiences, we must frame instructional design decisions around learners' current needs and interaction with technology. This article explores the implications of technology transience on instructional design. We provide numerous examples of programs assuming a purposeful approach to…
Descriptors: Instructional Design, Technological Advancement, Influence of Technology, Learning Experience
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Park, Yun Claire – Journal of Educational Technology Systems, 2022
The discrepancy between students' understanding of domain knowledge and their actual competencies to use tacit knowledge for a given task has been an issue to consider when instruction is designed, implemented, and revised. In this study, the researcher examines teaching and learning processes in which a Problem-Based Learning (PBL) design model…
Descriptors: Learning Experience, Problem Based Learning, Teaching Methods, Instructional Design
Holmes, Jeffrey Brandon – ProQuest LLC, 2016
This dissertation is about videogames. It is also about teaching, and the ways videogame design represents good teaching. However, this dissertation is not about videogames alone. It makes broad claims about teaching in- and out-of-schools in the 21st Century. Over the last few decades many scholars have been impressed by the rich forms of…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
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Peterson, Lana; Scharber, Cassandra – Journal of Digital Learning in Teacher Education, 2018
Makerspaces are the latest educational movement that may disrupt the "grammar of schooling." Makerspaces may change the ways schools use technology; change the ways schools engage in learning and teaching; and change the forms of learning that count in schools. However, without deliberate professional learning and planning, the glamor of…
Descriptors: Faculty Development, Training Methods, Elementary Secondary Education, Teaching Models
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