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Hedia Mhiri Sellami – Education and Information Technologies, 2024
This study describes an experiment in which engineering students create serious games (SG) that tackle problems relevant to their jobs. This experiment was conducted as part of the "Business Games" module we taught students enrolled in the Master's program "Innovation Management" at the National School of Engineers of Tunis. By…
Descriptors: Engineering Education, College Students, Game Based Learning, Foreign Countries
Marios Pittalis; Ute Sproesser; Eleni Demosthenous; Eleni Odysseos – Education and Information Technologies, 2025
The aim of this study was to develop, implement, and evaluate an intervention program focusing on developing Grade 5 and 6 students' functional thinking. The innovative aspect lies in addressing simultaneously various aspects of function--input--output, covariation, correspondence, and object--in terms of manipulating tasks that involve functional…
Descriptors: Grade 5, Grade 6, Thinking Skills, Mathematics Instruction
Jasin, Jamil; Ng, He Tong; Atmosukarto, Indriyati; Iyer, Prasad; Osman, Faiezin; Wong, Peng Yu Kelly; Pua, Ching Yee; Cheow, Wean Sin – Education and Information Technologies, 2023
Low student engagement and motivation in online classes are well-known issues many universities face, especially with distance education during the COVID-19 pandemic. The online environment makes it even harder for teachers to connect with their students through traditional verbal and nonverbal behaviours, further decreasing engagement. Yet,…
Descriptors: Artificial Intelligence, Synchronous Communication, Electronic Learning, Chemistry
Reddy, Pritika; Chaudhary, Kaylash; Sharma, Bibhya; Chand, Darren – Education and Information Technologies, 2021
In the digital age, advocating and improving digital literacy is a global challenge. There have been scales developed to measure individuals' digital literacy competencies; however, intervention programs have been only a few. This research paper articulates design details, validity, reliability and effectiveness of a new online modulated digital…
Descriptors: Game Based Learning, Intervention, Technological Literacy, Pacific Islanders
Papastergiou, Marina; Mastrogiannis, Iakovos – Education and Information Technologies, 2021
The aim of this study was twofold: (a) the design and development of a set of open, interactive, digital Learning Objects (LOs) for high school Physical Education (PE), and (b) the evaluation of the newly-created LOs by PE teachers, experienced both in teaching PE and in Information and Communication Technology (ICT), as to their quality and…
Descriptors: Resource Units, High School Teachers, Physical Education Teachers, Constructivism (Learning)
Tatnall, Arthur; Davey, Bill – Education and Information Technologies, 2018
This article examines the development and ultimate demise of the Ultranet, a major ICT infrastructure project in the education system of the Australian State of Victoria. The case is interesting as it was a very large project, intended for 1500 schools and funded to $180 m (Au). The study traces the design and implementation of the project as a…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Program Development