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Amos Oyelere Sunday; Friday Joseph Agbo; Jarkko Suhonen – Technology, Knowledge and Learning, 2025
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students' CT learning through knowledge sharing and the creation of…
Descriptors: Thinking Skills, Computer Science Education, Research Reports, Teaching Methods
Song, Yi; Sparks, Jesse R.; Guzman-Orth, Danielle – Computer Assisted Language Learning, 2022
The goal of this project was to design a scaffolded learning activity that develops English learners' (ELs) argumentation skills. In this study, we investigated how middle school ELs interacted with a game-enhanced scenario-based assessment of argumentation skills (named "Seaball"). The target skills included identifying and classifying…
Descriptors: English Language Learners, Persuasive Discourse, Skill Development, Middle School Students
Chen, Yu-Chi; Chao, Chi-Yu; Hou, Huei-Tse – Journal of Educational Computing Research, 2023
Pattern recognition is an important skill in computational thinking. In this study, an equation puzzle game was developed by combining pattern recognition with algebraic reasoning, and scaffolding was designed to support learners' learning. Sixty participants were enrolled in this study, divided into a control group and an experimental group to…
Descriptors: Pattern Recognition, Skill Development, Educational Games, Computation
Sofiadin, Aidrina; Azuddin, Muna – International Association for Development of the Information Society, 2021
The movements towards achieving sustainable goals among many countries have risen throughout the years. A part of the sustainable goals -- the COVID-19 pandemic has forced many universities to move to online learning to sustain students' education. Indeed, e-learning has been delivering through the website since 1960. There is a need to develop…
Descriptors: Sustainable Development, Game Based Learning, Higher Education, Electronic Learning
Bilbao-Quintana, Naiara; López-de-la-Serna, Arantzazu; Romero-Andonegui, Ainara; Tejada-Garitano, Eneko – Online Submission, 2021
Introduction: The term escape room has undergone a notable evolution in recent years, extending its presence to areas not only recreational but also business or educational. The defining traits (overcoming obstacles, problem-solving, teamwork, time management...) have proven to be valid in business and education. This study presents the…
Descriptors: Thinking Skills, Skill Development, Learning Motivation, Curriculum Design
Wannapiroon, Naphong; Pimdee, Paitoon – Education and Information Technologies, 2022
Qualitative and quantitative research methods were undertaken to examine and develop a digitally based virtual classroom learning environment (VCLE) for Thai undergraduate students' creative thinking and innovation enhancement in science, technology, engineering, arts, and math (STEM/STEAM) disciplines. The research methodology was divided into…
Descriptors: Undergraduate Students, Art Education, STEM Education, Foreign Countries
Supathanarangsri, Thamakorn; Tanlamai, Uthai; Chandrachai, Achara; Inchamnan, Wilawan – International Society for Technology, Education, and Science, 2020
Empirical research methods were used to study the motivation factors that may persuade young adults in Thailand to learn finance. We aim to clarify the stimulus factors to acquire financial knowledge and stimulus factors to change financial behavior and demonstrate their importance to incorporate in the game design by integrating psychological…
Descriptors: Foreign Countries, Vocational Schools, Students, Financial Education
Adaptation of Traditional Children's Games to Social Studies Course: STEM Course Design for Teachers
Orak, Seval; Çilek, Adem; Yilmaz, Ferah Güçlü – Cypriot Journal of Educational Sciences, 2020
One of the greatest goals of the 21st century is the acquisition of high-level skills through the STEM course designs to provide skill-assisted transformation in learning processes. The purpose of this research; The aim of this course is to examine the views of teachers about STEM course designs supported by traditional Turkish games adapted to…
Descriptors: Games, Game Based Learning, Cultural Maintenance, Social Studies
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2021
For the forty-fourth time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online and onsite during the annual AECT Convention. Volume 1 contains papers dealing primarily with research and development topics. Papers dealing with…
Descriptors: Educational Technology, Technology Uses in Education, Feedback (Response), Course Evaluation
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Instructional Design, Educational Technology, Technology Uses in Education, Higher Education
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education