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Michael J. Hogan; Adam Barton; Alison Twiner; Cynthia James; Farah Ahmed; Imogen Casebourne; Ian Steed; Pamela Hamilton; Shengpeng Shi; Yi Zhao; Owen M. Harney; Rupert Wegerif – Irish Educational Studies, 2025
Collective Intelligence (CI) is important for groups that seek to address shared problems. CI in human groups can be mediated by educational technologies. The current paper presents a framework to support design thinking in relation to CI educational technologies. Our framework is grounded in an organismic-contextualist developmental perspective…
Descriptors: Intelligence, Educational Technology, Problem Solving, Group Behavior
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Siem Buseyne; Chaja Libot; Tim Van Lier; Annelies Raes – International Journal of Designs for Learning, 2024
Every teacher aspires to create the ideal lesson! You want to convey the knowledge and skills in the best possible way while also keeping learners motivated. In our design case, we focus on the complex skill of collaborative problem-solving (CPS). In today's complex world, the acquisition of CPS competencies is considered an important learning…
Descriptors: Cooperative Learning, Story Telling, Problem Solving, Children
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Jiyou Jia; Tianrui Wang; Yuyue Zhang; Guangdi Wang – Asia Pacific Journal of Education, 2024
In designing an intelligent tutoring system, a core area of the application of AI in education, tips from the system or virtual tutors are crucial in helping students solve difficult questions in disciplines like mathematics. Traditionally, the manual design of general tips by teachers is time-consuming and error-prone. Generative AI, like…
Descriptors: Problem Solving, Artificial Intelligence, Learning Processes, Prompting
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Nurrijal; Setyosari, Punaji; Kuswandi, Dedi; Ulfa, Saida – Electronic Journal of e-Learning, 2023
The Creative Problem Solving (CPS) process is a conceptual model that focuses on using higher-order thinking skills in order to overcome authentic problems during learning. The CPS process offers a structured methodology to enhance every learner's solid critical, creative, and innovative thinking skill. The application of the CPS method has been…
Descriptors: Creative Thinking, Problem Solving, Instructional Design, Higher Education
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DeVaughn, Philena; Stefaniak, Jill – Educational Technology Research and Development, 2020
The purpose of this qualitative study was to examine how learning design and educational technology degree programs prepare students to evaluate in practice. This study involved the curricular mapping of 16 graduate instructional design programs and 29 semi-structured interviews with program faculty and recent postgraduates. Based on information…
Descriptors: Instructional Design, Educational Technology, Program Evaluation, Graduate Study
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Kim, Ji-Yun; Seo, Jae Seon; Kim, Kwihoon – Education and Information Technologies, 2022
Attaining equitable education for all is one of the sustainable development goals. Not only the gap of education between urban and rural students but also the gap of access to information and communications technology also exists. Thus, an effort to resolve this gap is necessary. This study combines novel engineering, which is the fusion of…
Descriptors: Models, Problem Solving, Problem Based Learning, Engineering Education
Daniel Weitekamp III; Erik Harpstead; Kenneth R. Koedinger – Grantee Submission, 2020
Intelligent tutoring systems (ITSs) have consistently been shown to improve the educational outcomes of students when used alone or combined with traditional instruction. However, building an ITS is a time-consuming process which requires specialized knowledge of existing tools. Extant authoring methods, including the Cognitive Tutor Authoring…
Descriptors: Artificial Intelligence, Intelligent Tutoring Systems, Instructional Design, Simulation
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Martina Angela Rau; Will Keesler; Ying Zhang; Sally Wu – IEEE Transactions on Learning Technologies, 2020
Instruction in most STEM domains uses visuals to illustrate complex problems. During problem solving, students often manipulate and construct visuals. Traditionally, students draw visuals on paper and receive delayed feedback from an instructor. Educational technologies have the advantage that they can provide immediate feedback on students'…
Descriptors: Visualization, Educational Technology, Chemistry, STEM Education
Martina Angela Rau; Will Keesler; Ying Zhang; Sally PW Wu – Grantee Submission, 2020
Instruction in most STEM domains uses visuals to illustrate complex problems. During problem solving, students often manipulate and construct visuals. Traditionally, students draw visuals on paper and receive delayed feedback from an instructor. Educational technologies have the advantage that they can provide immediate feedback on students'…
Descriptors: Visualization, Educational Technology, Chemistry, STEM Education
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Mawad, Ghada – International Journal of Education and Practice, 2020
This study aimed to investigate the impact of electronic synchronous and asynchronous interaction patterns, in a learning environment based on collaborative learning and instructional anchors, on developing instructional design skills and achievement motivation. A quasi-experimental design was used to develop a theoretical framework and research…
Descriptors: Interaction, Behavior Patterns, Cooperative Learning, Instructional Design
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Noel, Lesley-Ann; Liub, Tsai Lu – Design and Technology Education, 2017
Can design education have a positive impact on primary school education beyond merely preparing designers? As designers, we know almost intuitively that design education is "good education", and most designers would affirm that it would be beneficial to expose children to design education, because of the benefits of the signature…
Descriptors: Instructional Design, Models, Elementary School Students, Learner Engagement
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Hung, Aaron Chia Yuan – International Journal of Teaching and Learning in Higher Education, 2018
Gamification, which introduces game mechanics into a non-game setting, has been considered a potential way to improve student learning, motivation, and engagement. Empirical studies of gamification often focus on students' outcomes and/or their perceptions of the gamified system while giving less attention to the rationale behind the…
Descriptors: Educational Games, Teaching Methods, Student Motivation, Learner Engagement
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Yi Jin – International Journal of Designs for Learning, 2021
This design case shows a course designed for teaching preservice teachers about how to design literacy-infused STEAM learning experiences that involve both making and the use of educational technology at a large Midwestern land-grant university in the U.S. This course emphasizes the high-tech making activities in PK-12 formal education that offers…
Descriptors: Preservice Teacher Education, STEM Education, Art Education, Design
Romero, Liz – Educational Technology, 2016
The purpose of this article is to describe the implementation of a story approach to create online courses in a college environment. The article describes the components of the approach and the implementation process to create a nursing and a language course. The implementation starts with the identification of the need and follows by creating a…
Descriptors: Online Courses, Educational Technology, Instructional Design, Problem Solving
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McNeil, Jane; Borg, Michaela – Innovations in Education and Teaching International, 2018
Although there is considerable interest in learning spaces in higher education, the relationship between spaces and learning is complex and not well-understood. Despite challenges, such as the lack of comparability between studies, we need to learn more about the interaction of space design and learning. A crucial step towards this is the creation…
Descriptors: Teaching Methods, Correlation, Higher Education, Instructional Innovation
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