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Yu Song; Longchao Huang; Lanqin Zheng; Mengya Fan; Zehao Liu – International Journal of Educational Technology in Higher Education, 2025
This study explores the effectiveness of chatbots empowered by generative artificial intelligence (GAI) in assisting university students' creative problem-solving (CPS). We used quasi-experiments to compare the performance of dialogue dynamics, learner perceptions, and practical competencies in CPS during students' interactions with: (1) a GAI…
Descriptors: Artificial Intelligence, Graduate Students, Student Behavior, Creativity
Maija Zakrizevska-Belogrudova; Airisa Steinberga; Anete Hofmane; Argron Rusmani – Discourse and Communication for Sustainable Education, 2024
This study examines the relationship between the habits of young adults in the use of information technologies and the cognitive processes involved in learning. It was found that information technologies have become an irreplaceable part of modern education, offering vast opportunities to access information and resources, thus promoting the…
Descriptors: Information Technology, Young Adults, Cognitive Processes, Habit Formation
Yang, Qi-Fan; Lian, Li-Wen; Zhao, Jia-Hua – International Journal of Educational Technology in Higher Education, 2023
According to previous studies, traditional laboratory safety courses are delivered in a classroom setting where the instructor teaches and the students listen and read the course materials passively. The course content is also uninspiring and dull. Additionally, the teaching period is spread out, which adds to the instructor's workload. As a…
Descriptors: Undergraduate Students, Gamification, Artificial Intelligence, Robotics
James Planey; Taehyun Kim; Emma Mercier; Robb Lindgren – Interactive Learning Environments, 2024
Immersive technologies have the potential to play unique roles in the collaborative problem-solving process. To advance research in these contexts, new methods of documenting group collaboration with technology are necessary. The goal of this paper is to develop and utilize a coding scheme that enables investigation of the nature of collaborative…
Descriptors: Learning Processes, Cooperative Learning, Problem Solving, Computer Simulation
van Harsel, Milou; Hoogerheide, Vincent; Janssen, Eva; Verkoeijen, Peter; van Gog, Tamara – Instructional Science: An International Journal of the Learning Sciences, 2022
Presenting novices with examples and problems is an effective and efficient way to acquire new problem-solving skills. Nowadays, examples and problems are increasingly presented in computer-based learning environments, in which learners often have to self-regulate their learning (i.e., choose what type of task to work on and when). Yet, it is…
Descriptors: Video Technology, Metacognition, Problem Based Learning, Problem Solving
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Zhou, Yiqiu; Kang, Jina – International Educational Data Mining Society, 2022
The complex and dynamic nature of collaboration makes it challenging to find indicators of productive learning and quality collaboration. This exploratory study developed a collaboration metric to capture temporal patterns of joint attention (JA) based on log files generated as students interacted with an immersive astronomy simulation using…
Descriptors: Astronomy, Problem Solving, Science Instruction, Cooperative Learning
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Educational Technology Research and Development, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods (k-means clustering, data visualization) to…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Grantee Submission, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods ("k"-means clustering, data…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
Genc, Murat; Ergan, Semra – Acta Didactica Napocensia, 2022
This paper aims to discuss the use of Brousseau's Theory of Didactical Situations in mathematics (TDS) for eighth-graders to explore the concept of triangle inequality in Euclidean geometry. Data sources included observation notes, video recordings of lessons, and students' written work. Data analysis was done through a deductive content analysis…
Descriptors: Geometry, Mathematics Instruction, Video Technology, Grade 8
Sato, Masatoshi – Innovation in Language Learning and Teaching, 2022
This classroom-based study explored language mindsets in the context of communicative interaction between L2 learners. Amid the increasing research on mindsets in the L2 field, two issues warrant further research to improve our understanding of how mindsets affect L2 learning. First, research has largely been product-oriented and mindsets' impacts…
Descriptors: Behavior Problems, English (Second Language), Second Language Learning, Second Language Instruction
Wampfler, Rafael; Emch, Andreas; Solenthaler, Barbara; Gross, Markus – International Educational Data Mining Society, 2020
Front camera data from tablets used in educational settings offer valuable clues to student behavior, attention, and affective state. Due to the camera's angle of view, the face of the student is partially occluded and skewed. This hinders the ability of experts to adequately capture the learning process and student states. In this paper, we…
Descriptors: Photography, Handheld Devices, Student Behavior, Affective Behavior
McCord, Rachel E.; Matusovich, Holly M. – Journal of Engineering Education, 2019
Background: The use of metacognition is critical to learning, especially in fields such as engineering that involve problem-solving and difficult conceptual material. Due to limitations with current methodological approaches, new methods are needed to investigate engineering students' metacognitive engagement in learning situations that are…
Descriptors: Metacognition, Engineering Education, Problem Solving, Learning Processes
Huang, Xudong – ProQuest LLC, 2016
Help-seeking is a crucial behavior during learning in interactive learning environments (ILEs). Appropriate help-seeking promotes learning, while inappropriate help-seeking prohibits learning. However, many students are unaware of effective help-seeking behaviors. Therefore, research is needed to examine how students seek help in ILEs. Although…
Descriptors: Problem Solving, Interaction, Educational Experiments, Learning Processes
Cheruvelil, Kendra Spence; De Palma-Dow, Angela; Smith, Karl A. – American Biology Teacher, 2020
Biology labs often make use of student teams. However, some students resist working in teams, often based on poor experiences. Although instructors sometimes struggle with student teams, effective teams in biology labs are achievable. We increased student learning and satisfaction when working in research teams by (1) including in the syllabus a…
Descriptors: Student Research, Teamwork, Biology, Science Laboratories

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