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Showing 1 to 15 of 72 results Save | Export
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Shang Shanshan; Geng Sen – Journal of Computer Assisted Learning, 2024
Background: Artificial intelligence-generated content (AIGC) has stepped into the spotlight with the emergence of ChatGPT, making effective use of AIGC for education a hot topic. Objectives: This study seeks to explore the effectiveness of integrating AIGC into programming learning through debugging. First, the study presents three levels of AIGC…
Descriptors: Artificial Intelligence, Educational Technology, Technology Integration, Programming
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Gümüs, Muhammed Murat; Kayhan, Osman; Korkmaz, Özgen; Altun, Halis; Yilmaz, Nihat – International Online Journal of Primary Education, 2023
This study aims to create a rubric based on the pedagogical properties of educational robots for pre-school students and determine the compliance level with educational robot sets. In this sense, the study is considered a first and significant step toward selecting robots based on pedagogical-driven factors. For this aim, a mixed-method research…
Descriptors: Classification, Educational Technology, Robotics, Preschool Education
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Madhav Sharma; Andy Bowman – Journal of Information Systems Education, 2025
"Not only SQL" (NoSQL) databases have become widespread across organizations, enabling sophisticated, data-driven applications to be highly available, distributed, and cloud-based, such as e-commerce, social media, online multiplayer games, and video streaming. However, NoSQL is still sparsely found in MIS and analytics curricula. This…
Descriptors: Educational Technology, Technology Integration, Databases, Data Analysis
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Ragad M. Tawafak; Waleed Mugahed Al-Rahmi; Abdulrahman Alshimai; Ibrahim Yaussef Alyoussef; Ayad Aldaijy – Contemporary Educational Technology, 2025
The importance of gameplay extends beyond mere entertainment, playing a crucial role in shaping behavioral intentions (BIs) in various contexts. This research aims to discover how digital gameplay influences students' BIs, mainly in the context of technology adoption in education. The main objective is to investigate the impact of digital gameplay…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Games
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Hajar Darif; Mohammed Amine Lafraxo – Educational Process: International Journal, 2025
Background/purpose: The emergence of educational technologies has profoundly transformed teaching and learning methods in health sciences. This bibliometric study aims to identify the most widely used educational practices in this field between 2014 and 2024, exploring their applications within a constantly evolving technological context.…
Descriptors: Programming Languages, Bibliometrics, Research Reports, Educational Technology
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Mohsen Asgari; Fong-Chun Tsai; Linda Mannila; Filip Strömbäck; Kazi Masum Sadique – Discover Education, 2024
As programming emerges as a critical skill in the digital age and digital tools continue to evolve, understanding students' perspectives on the integration of such technologies into their education is crucial. This empirical study explores the perspectives of students in Sweden and Taiwan on the use of digital tools in their programming courses.…
Descriptors: Foreign Countries, Comparative Education, Student Attitudes, Technology Uses in Education
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Kritzer, Karen L.; Green, Laurie – American Annals of the Deaf, 2021
While focusing on numeracy is essential in preschool classrooms with deaf and hard of hearing (DHH) children, it is also important that concepts of numeracy be taught in a way that incorporates executive functions, introduces computational thinking, and prepares students for life in a 21st-century world. Technology-enhanced teaching resources…
Descriptors: Programming, Numeracy, Mathematical Concepts, Deafness
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Casler-Failing, Shelli – Research in Learning Technology, 2021
A multiple case study was conducted to investigate how Lego robotics instruction incorporated into a middle grades mathematics methods course could inform pre-service teachers' (PSTs) TPACK through the lens of Social Constructivist Theory. The qualitative data analysis revealed that when instruction on Lego robotics technology is integrated into…
Descriptors: Mathematics Instruction, Instructional Effectiveness, Technology Integration, Educational Technology
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Papadakis, Stamatios; Vaiopoulou, Julie; Sifaki, Eirini; Stamovlasis, Dimitrios; Kalogiannakis, Michail – Education Sciences, 2021
The introduction of STEM education, and specifically the implementation of educational robotics (ER), has drawn researchers' attention and has shown that teachers play a crucial role in leading this innovation. The present study concerns in-service and pre-service early childhood teachers, focusing on their perceptions and attitudes about ER use…
Descriptors: Educational Technology, Technology Integration, Robotics, STEM Education
Yang Xu – ProQuest LLC, 2019
The demand for talent in the technology sector and the notion of computational thinking as everyday skills propel computing to enter middle school classrooms. The growing popularity of physical computing in educational spaces also infuses computing with elements of creativity and joy. Despite these recent movements, computing remains primarily in…
Descriptors: Programming Languages, Middle School Students, Middle School Teachers, Sciences
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Çetin, Mustafa; Demircan, Hasibe Özlen – Early Child Development and Care, 2020
The purpose of this systematic review was (1) to synthesize findings from studies that provided programming experiences through robotics for children, between the ages of zero and eight, and for pre- or in-service teachers, of early childhood education and (2) to reveal the possible contributions of robotics programming for the integration of…
Descriptors: STEM Education, Programming, Robotics, Educational Research
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Wellington, Angela; Easton, Genevieve; Davis, James; Yeh, Andy – Teaching Science, 2020
An important element of STEAM education that teachers struggle with is the adoption and application of digital technologies. Digital technologies have the potential to enhance social inclusion and student-centred learning, and for this reason it is important for teachers across all levels of schooling to develop skills and confidence in this area…
Descriptors: STEM Education, Art Education, Interdisciplinary Approach, Teaching Methods
Anwar, Saira – Grantee Submission, 2019
Passive learning environments to teach programming concepts, especially in large lecture classes, hinder students' motivation, performance and may adversely affect their achievement goals. The study presents the use of two instructional strategies, teamwork, and reflective thinking, using educational technologies introduced in a class of 120…
Descriptors: Educational Technology, Technology Integration, Instructional Effectiveness, Teamwork
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Ramey, Kay E.; Stevens, Reed; Uttal, David H. – Journal of Educational Psychology, 2020
This study examines the role of spatial reasoning in learning among 5th and 6th grade students participating in a set of in-school, technology-enhanced, STEAM (science, technology, engineering, arts, and math) making activities. We focus our analysis on a particular type of reasoning: spatial reasoning. Prior research has shown that spatial…
Descriptors: STEM Education, Art Education, Spatial Ability, Problem Solving
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Boulden, Danielle Cadieux; Wiebe, Eric; Akram, Bita; Aksit, Osman; Buffum, Philip Sheridan; Mott, Bradford; Boyer, Kristy Elizabeth; Lester, James – Middle Grades Review, 2018
This paper reports findings from the efforts of a university-based research team as they worked with middle school educators within formal school structures to infuse computer science principles and computational thinking practices. Despite the need to integrate these skills within regular classroom practices to allow all students the opportunity…
Descriptors: Computation, Thinking Skills, Middle School Students, Science Instruction
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