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Akkoyun, Nida; Altun Yalcin, Sema; Cakir, Zehra; Yalcin, Pasa – Asian Journal of Contemporary Education, 2023
The research explores the effect of STEM and STEM-based robotic activities on the development of students' perceptions of mental risk-taking and its predictors and their perceptions of inquiry learning skills related to science. A mixed method was applied in the research. Its sample consisted of 35 students in a high school of the Ministry of…
Descriptors: Foreign Countries, High School Students, STEM Education, Robotics
Zehang Xie; Xinzhu Wu; Yunxiang Xie – Journal of Computer Assisted Learning, 2024
Background: With the development of artificial intelligence (AI) technology, generative AI has been widely used in the field of education and represents a groundbreaking shift in overcoming the constraints of time and space within educational activities. However, previous literature has not paid enough attention to AI-involved teaching patterns,…
Descriptors: Longitudinal Studies, Undergraduate Students, Robotics, Technology Uses in Education
Baichang Zhong; Xiaofan Liu; Shuiyan Huang – Technology, Pedagogy and Education, 2025
While pair learning (PL) is considered a potential method in STEM education including robotics education (RE), the question of how to pair students for superior learning effects remains. Current grouping strategies for PL in RE are constrained by fixed grouping (FG) and short of attention to dynamic grouping (DG). Therefore, this study aims to…
Descriptors: Robotics, Cooperative Learning, Comparative Analysis, Computer Science Education
Christal Huber – ProQuest LLC, 2024
Non-formal STEM education programs can expose youth to STEM concepts outside the formal school environment. These programs employ education techniques such as hands-on learning, problem-solving, and connection to authentic science experiences. Youth participating in non-formal STEM programs are more likely to consider themselves science people and…
Descriptors: STEM Education, Informal Education, Photography, Student Attitudes
Sri Yuliani; Dicki Hartanto; Arie Linarta – Indonesian Journal of English Language Teaching and Applied Linguistics, 2023
This study sought to pinpoint key requirements for incorporating technology into education. A survey of junior high schools was used in the study which took a qualitative approach. A research sample of 35 students who were chosen purposively for the study were given the questionnaire as a data gathering tool with three components; the…
Descriptors: Robotics, English (Second Language), Second Language Learning, Second Language Instruction
Sarah A. Capello; M. Gyimah-Concepcion; B. Buckley-Hughes – American Journal of Distance Education, 2024
Advancements in educational technology have increased opportunity and access for students who wish to pursue doctoral education through a variety of delivery options and have resulted in increased enrollments in doctoral programs over the past decade. However, doctoral retention and graduation rates remain dismal. Online and asynchronous programs…
Descriptors: Robotics, Doctoral Students, Doctoral Programs, Delivery Systems
Dogan, Alev; Uluay, Gülsah – International Journal of Curriculum and Instruction, 2021
In the digital world, where robotics implementations are taking a place in educational processes with increasing acceleration, it is important that pre-service teachers gain competences in this field that addresses the needs of the future. From this point of view, the aim of this study is to design an activity process in which pre-service science…
Descriptors: Preservice Teachers, Science Teachers, Preservice Teacher Education, Teacher Competencies
Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games

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