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Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
Qingtang Liu; Xinxin Zheng; Yaoyao Liu; Linjing Wu; Si Zhang; Ni Zhang; Qiyun Wang – British Journal of Educational Technology, 2024
Problem-oriented teaching (POT) activities are important in classroom instruction. The level of student response can be influenced by different teacher behaviours in POT. However, the characteristics of teachers' multimodal behaviours at different levels of response are unclear. This study applied epistemic network analysis to explore the…
Descriptors: Teacher Characteristics, Teaching Methods, Learning Activities, Problem Solving
Rodríguez-Martínez, José Antonio; González-Calero, José Antonio; Olmo-Muñoz, Javier; Arnau, David; Tirado-Olivares, Sergio – British Journal of Educational Technology, 2023
This study analyses the potential of a learning analytics (LA) based formative assessment to construct personalised teaching sequences in Mathematics for 5th-grade primary school students. A total of 127 students from Spanish public schools participated in the study. The quasi-experimental study was conducted over the course of six sessions, in…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Mathematics Instruction
Kalmpourtzis, George – British Journal of Educational Technology, 2019
This paper presents a teaching experiment with preschoolers, considering games as means for presenting problem-based situations and focusing on the development of game design in connection to problem posing skills. The study was conducted in a focus group of eighteen 5-6-year-old students who participated in game design sessions, compared to a…
Descriptors: Preschool Children, Teaching Methods, Educational Games, Problem Solving
Lu-Ho Hsia; Yen-Nan Lin; Gwo-Jen Hwang – British Journal of Educational Technology, 2021
In most performing classes, such as dance or performing arts, students passively follow the scripts or demonstration provided by the teacher, and focus on imitating the acts and practicing repeatedly. Although researchers have begun trying out flipped learning to provide students with opportunities for self-learning and to increase the time for…
Descriptors: Creativity, Problem Solving, Flipped Classroom, Teaching Methods
Vartiainen, Henriikka; Vuojärvi, Hanna; Saramäki, Kaija; Eriksson, Miikka; Ratinen, Ilkka; Torssonen, Piritta; Vanninen, Petteri; Pöllänen, Sinikka – British Journal of Educational Technology, 2022
This study investigated an international, inter-university and multidisciplinary online course with the aim of helping higher education students develop competencies for solving complex problems in collaboration with their peers and stakeholders. The course design was informed by the knowledge creation framework and ideas about cross-boundary…
Descriptors: Online Courses, Higher Education, Teaching Methods, Interdisciplinary Approach
Hwang, Gwo-Jen; Yang, Chin-Lan; Chou, Kuei-Ru; Chang, Ching-Yi – British Journal of Educational Technology, 2022
Educators have indicated the need to foster students' ability to solve problems by acquiring up-to-date knowledge as well as promoting their competences for making decisions from diverse perspectives based on the acquired knowledge. Traditional courses mainly use lecture-based instruction without providing sufficient opportunities for students to…
Descriptors: Teaching Methods, Problem Solving, Decision Making, Critical Thinking
Wolski, Robert; Jagodzinski, Piotr – British Journal of Educational Technology, 2019
The rapid development of information and communication technologies has enabled the development of interfaces, which allow the recognition of the gestures and movements of the user. These interfaces, due to their affordable prices, are available to a wide range of users. They are called natural user interfaces (NUI). NUI are commonly used in game…
Descriptors: Chemistry, Science Instruction, Computer Simulation, Computer Software
Vosinakis, Spyros; Anastassakis, George; Koutsabasis, Panayiotis – British Journal of Educational Technology, 2018
Logic Programming (LP) follows the declarative programming paradigm, which novice students often find hard to grasp. The limited availability of visual teaching aids for LP can lead to low motivation for learning. In this paper, we present a platform for teaching and learning Prolog in Virtual Worlds, which enables the visual interpretation and…
Descriptors: Programming, Educational Technology, Technology Uses in Education, Simulated Environment
Lin, John J. H.; Lin, Sunny S. J. – British Journal of Educational Technology, 2018
To deepen our understanding of those aspects of problems that cause the most difficulty for solvers, this study integrated eye-tracking with handwriting devices to investigate problem solvers' online processes while solving geometry problems. We are interested in whether the difference between successful and unsuccessful solvers can be identified…
Descriptors: Eye Movements, Handwriting, High School Students, Geometry
Chen, Chih-Ming; You, Zong-Lin – British Journal of Educational Technology, 2019
In the 21st century when knowledge-based economy is emphasized, the cultivation of autonomous learning and problem-solving abilities presents the importance. With web-based collaborative problem-based learning (CPBL), learners could more conveniently cultivate their problem-solving abilities through autonomous learning. Nevertheless, learners are…
Descriptors: Teaching Methods, Knowledge Economy, Problem Based Learning, Independent Study
Demirel, Turgay; Karakus Yilmaz, Turkan – British Journal of Educational Technology, 2019
The goal of this study is to determine the effectiveness of mind games played by secondary school sixth grade students as classroom activities in math and grammar courses on their perceived problem-solving skills and achievements. In the quantitative part of the study, the nonequivalent groups pre-test--post-test control group design from…
Descriptors: Problem Solving, Secondary School Students, Teaching Methods, Foreign Countries
Elmaadaway, Mohamed Ali Nagy – British Journal of Educational Technology, 2018
This paper reports on a study that investigated whether a flipped classroom approach enhanced perceptions of levels of engagement and skill performance among students enrolled in a Blackboard course at a Saudi university. Fifty-eight participants were divided into control and experimental groups, which were taught using a traditional and a flipped…
Descriptors: Blended Learning, Management Systems, Course Content, Class Activities
Cho, Young Hoan; Lim, Kenneth Y. T. – British Journal of Educational Technology, 2017
Virtual worlds have affordances to enhance collaborative learning in authentic contexts. Despite the potential of collaborative learning with a virtual world, few studies investigated whether it is more effective in student achievements than teacher-directed instruction. This study investigated the effectiveness of collaborative problem solving…
Descriptors: Cooperative Learning, Electronic Learning, Affordances, Academic Achievement
Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle – British Journal of Educational Technology, 2018
Combinations of Conventional Studio and Virtual Design Studio (VDS) have created valuable learning environments that take advantage of different instruments of communication and interaction. However, past experiences have reported limitations in regards to student engagement and motivation, especially when the studio projects encourage abstraction…
Descriptors: Design, Computer Simulation, Architectural Education, Cooperative Learning
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