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Showing 1 to 15 of 17 results Save | Export
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Israel Ulises Cayetano-Jimenez; Erick Axel Martinez-Rios; Rogelio Bustamante-Bello; Ricardo A. Ramirez-Mendoza; Maria Soledad Ramirez-Montoya – IEEE Transactions on Learning Technologies, 2024
Educational robotics (ER) is a discipline of applied robotics focused on teaching robot design, analysis, application, and operation. Traditionally, ER has favored rigid robots, overlooking the potential of soft robots (SRs). While rigid robots offer insights into dynamics, kinematics, and control, they have limitations in exploring the depths of…
Descriptors: Robotics, Educational Technology, Teaching Methods, Learning Activities
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Allen, Oliver; Downs, Xavier; Varoy, Elliot; Luxton-Reilly, Andrew; Giacaman, Nasser – IEEE Transactions on Learning Technologies, 2022
Object-oriented programming (OOP) is not only an integral part of computing degrees but also a requirement in non-computing majors such as engineering. Understanding OOP concepts can be difficult for novice programmers, and often leads to the development of misconceptions. This is exacerbated when the discipline requires students to learn a…
Descriptors: Programming, Programming Languages, Majors (Students), Learning Activities
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Hwang, Wu-Yuin; Nurtantyana, Rio; Purba, Siska Wati Dewi; Hariyanti, Uun; Suprapto – IEEE Transactions on Learning Technologies, 2023
We developed an Authentic GeometryGo (AGG) app to help students application of geometry in authentic contexts through authentic measurements and peer assessments. The study included an experimental group (EG) using an AGG app and a control group (CG) using paper-based methods. The results showed that the EG outperformed the CG in terms of…
Descriptors: Educational Technology, Geometry, Performance Based Assessment, Peer Evaluation
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Tracy Bobko; Mikiko Corsette; Minjuan Wang; Erin Springer – IEEE Transactions on Learning Technologies, 2024
This article discusses the transformative impact of technology on knowledge acquisition and sharing, focusing on the emergence of the metaverse as a virtual community with vast potential for virtual learning. Learning in the metaverse is found to enhance engagement, motivation, and retention, while fostering 21st-century skills. It also offers…
Descriptors: Educational Innovation, Computer Simulation, Technology Uses in Education, Models
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Sara Capecchi; Antonio Lieto; Federica Patti; Ruggero G. Pensa; Amon Rapp; Fabiana Vernero; Sandra Zingaro – IEEE Transactions on Learning Technologies, 2024
The amount of news on the web often confuses the ideas of the reader, who struggles to disentangle information that is sometimes contradictory and difficult to decipher. In the face of such an articulated scenario, the role played by schools is absolutely central: the development of critical thinking in young people (and by extension in their…
Descriptors: Middle School Students, Gamification, Social Media, Learning Activities
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Looi, Chee-Kit; Sun, Daner; Xie, Wenting – IEEE Transactions on Learning Technologies, 2015
The research literature reports on designs of ubiquitous and seamless learning environments enabled by the integration of mobile technology into learning. However, the lack of good pedagogical designs that provide for sustainability and the inadequate investigation of learning outcomes remain major gaps in the current studies on mobile learning.…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Usai, Francesco; O'Neil, Kiera G. R.; Newman, Aaron J. – IEEE Transactions on Learning Technologies, 2018
Computer and smartphone-based applications for second language (L2) learning have become popular tools, being integrated in many classroom-based courses and adopted by the public at large. Yet, despite a significant body of research that suggests that individuals differ in their ability to learn L2, it is still unclear what factors predict…
Descriptors: Second Language Instruction, Educational Technology, Technology Uses in Education, Educational Games
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Malandrino, Delfina; Manno, Ilaria; Palmieri, Giuseppina; Scarano, Vittorio; Tateo, Luca; Casola, Daniele; Ferrante, Ivan; Foresta, Francesco – IEEE Transactions on Learning Technologies, 2015
The widespread use of mobile devices is leading towards their adoption in the learning process, even if some pedagogical challenges are still not fully addressed when integrating mobile-assisted activities into regular curricula activities. In this paper, we first define some guidelines to design a general, tailorable, and platform-independent…
Descriptors: Telecommunications, Handheld Devices, Guidelines, Web Based Instruction
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Drljevic, Neven; Wong, Lung Hsiang; Boticki, Ivica – IEEE Transactions on Learning Technologies, 2017
The paper provides a high-level review of the current state of techno-pedagogical design in Augmented Reality Learning Experiences (ARLEs). The review is based on a rubric constructed from the Meaningful Learning with ICT framework and the Orchestration Load reduction framework, providing, respectively, a view of primarily student- and primarily…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Technology Uses in Education
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Cabielles-Hernandez, David; Pérez-Pérez, Juan-Ramón; Paule-Ruiz, MPuerto; Fernández-Fernández, Samuel – IEEE Transactions on Learning Technologies, 2017
New possibilities offered by mobile devices for special education students have led to the design of skill acquisition software applications. Advances in mobile technologies development have made progress possible in helping teachers with autistic students modelling and evaluation. "Chain of Words" theoretical basis is the autism…
Descriptors: Autism, Pervasive Developmental Disorders, Children, Communication Strategies
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de la Iglesia, Didac Gil; Calderon, Juan Felipe; Weyns, Danny; Milrad, Marcelo; Nussbaum, Miguel – IEEE Transactions on Learning Technologies, 2015
Mobile technologies have emerged as facilitators in the learning process, extending traditional classroom activities. However, engineering mobile learning applications for outdoor usage poses severe challenges. The requirements of these applications are challenging, as many different aspects need to be catered, such as resource access and sharing,…
Descriptors: Telecommunications, Handheld Devices, Cooperative Learning, Teaching Methods
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Yang, Tzu Chi; Chen, Sherry Y.; Chen, Meng Chang – IEEE Transactions on Learning Technologies, 2016
Online tests have been identified as a core learning activity in higher education. Unlike conventional online tests, which cannot completely reflect students' learning status, two-tier tests not only consider students' answers, but also take into account reasons for their answers. Due to such significance, research into the two-tier tests had…
Descriptors: Higher Education, Calculus, Mathematics Instruction, Mathematics Tests
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Pérez-Sanagustin, Mar; Hernández-Leo, Davinia; Santos, Patricia; Kloos, Carlos Delgado; Blat, Josep – IEEE Transactions on Learning Technologies, 2014
Visits to museums and city tours have been part of higher and secondary education curriculum activities for many years. However these activities are typically considered "less formal" when compared to those carried out in the classroom, mainly because they take place in informal or non-formal settings. Augmented Reality (AR) technologies…
Descriptors: Blended Learning, Computer Simulation, Management Systems, Telecommunications
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Charlton, Patricia; Avramides, Katerina – IEEE Transactions on Learning Technologies, 2016
This paper focuses on a design based research study about STEM (Science, Technology, Engineering and Maths) learning by making through collaboration and production. This study examines learning by making by students to explore STEM using a constructionist approach with a particular focus on computer science and engineering. The use of IoT as a…
Descriptors: Computer Science Education, Engineering Education, STEM Education, Constructivism (Learning)
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Tan, Esther; So, Hyo-Jeong – IEEE Transactions on Learning Technologies, 2015
This paper investigates the relationship between activity design and discourse on a mobile learning trail, considering the physical affordances of the real world platform in designing contextual learning experiences. We adopted a "context-oriented" and "process-oriented" pedagogical approach in designing the mobile learning…
Descriptors: Learning Activities, Instructional Design, Telecommunications, Handheld Devices
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