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Jia-qi Zheng; Kwok-cheung Cheung; Pou-seong Sit – Asia-Pacific Education Researcher, 2024
Collaborative problem-solving competence (CPSC) is a core skill in the twenty-first century. As an innovative literacy, CPSC was assessed for the first time in the Program for International Student Assessment (PISA) 2015. Our study aims to identify the effects of student's perceptions toward interpersonal relationships on CPSC in PISA 2015.…
Descriptors: Foreign Countries, Achievement Tests, Secondary School Students, International Assessment
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Namirah Fatmanissa; Tatag Yuli Eko Siswono; Agung Lukito; Rooselyna Ekawati; Masriyah – Mathematics Teaching Research Journal, 2023
This study describes prospective teachers' perspectives on collaborative problem-solving (CPS) in mathematics. The study employed a 20-item questionnaire distributed to 47 prospective mathematics teachers in Indonesia. The questionnaire responses were scored, and two participants with the highest and lowest mean score were interviewed. Despite…
Descriptors: Preservice Teachers, Student Attitudes, Cooperative Learning, Problem Solving
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Ryan S. Wells; Ling Chen; Ezekiel Kimball; Betty Annan; Scott M. Auerbach; Justin T. Fermann – International Journal of Science and Mathematics Education, 2025
Teamwork and collaboration are twenty-first century skills valued by STEM employers for addressing the most urgent problems in society. To prepare undergraduate STEM students, they must graduate valuing teamwork and collaboration. The Integrated Concentration in STEM (iCons) program aims to meet this goal by utilizing interdisciplinary team-based…
Descriptors: STEM Education, Undergraduate Students, Student Attitudes, Teamwork
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Lee, Julia; Lim, Ruxin; Mohamad, Fitri S.; Chan, Kim Geok; Mas'ud, Faizah – Journal of University Teaching and Learning Practice, 2023
Collaborative creativity is an essential skill for unleashing university students' skills in team building during complex problem-solving. The aim of this descriptive quantitative research was to examine undergraduate students' perspectives regarding their collaborative creativity experience as game creators for a gamification group assignment…
Descriptors: Cooperative Learning, Creativity, Undergraduate Students, Gamification
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Thitima Srivatanakul – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification, including game-based learning (GBL), is a widely recognized pedagogical approach used for imparting and reinforcing cybersecurity knowledge and skills to learners. One innovative form of GBL gaining popularity across various educational levels, from secondary schools to professional development, is escape room-style education. This…
Descriptors: Computer Security, Problem Solving, Gamification, Undergraduate Students
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Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
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Shah, Naimatullah; Bano, Safia; Saraih, Ummi Naiemah; Abdelwahed, Nadia A. Abdelmegeed; Soomro, Bahadur Ali – Education & Training, 2023
Purpose: In the digital age, the development of students' career intentions requires serious concentration since these are associated with the students' future employment and, ultimately, their survival. This study attempted to demonstrate in Pakistan's Higher Educational Institutes ("HEIs") the role of soft skills towards the students'…
Descriptors: Career Development, Occupational Aspiration, Soft Skills, Skill Development
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Mirjam Ndaimehafo Asilevi; Sirpa Kärkkäinen; Kari Sormunen; Sari Havu-Nuutinen – International Journal of Education in Mathematics, Science and Technology, 2024
This paper describes and compares primary school students' perceptions of science learning skills in a teacher-centered approach (TCA) and in inquiry-based science fieldwork (IBSF). This comparison was prompted by primary school students' perceptions of science learning skills, which has recently gained momentum, and the Namibian primary schools'…
Descriptors: Foreign Countries, Science Education, Elementary School Students, Science Process Skills
Latia P. White; Alexandra Merritt Johnson – Digital Promise, 2024
This report examines the implementation of the Inclusive Innovation model across various pilot districts, spotlighting the collaborative processes of co-research and co-design involving students, educators, administrators, and community members. By centering the voices of students and communities who typically are furthest from opportunity,…
Descriptors: School Districts, Community Involvement, School Community Relationship, Community Influence
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Thi-Huyen, Nguyen; Xuan-Lam, Pham; Thanh Tu, Nguyen Thi – Eurasian Journal of Educational Research, 2021
Purpose: In this study, we presented the Design Thinking model called DITC (Design Thinking in Class) and conducted an experiment during one month with 197 engineering students at Hanoi University of Technology (HUST) to determine how this model could aid in the growth of problem solving and teamwork mindset in a flipped classroom. Method: A…
Descriptors: Thinking Skills, Design, Problem Solving, Teamwork
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Petko Stoev; Maya Stoeva; Ivan Shotlekov – International Society for Technology, Education, and Science, 2023
Career development is an important aspect of every young person's life as it helps them identify their skills, interests and goals and find the right career path for themselves. Career skills are a broad range of competencies and abilities that are necessary for success in the workplace. Developing them through education, training and experience…
Descriptors: Career Development, Computer Science Education, Computer Software, Competition
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Amanda Singer; Stacie Aguirre-Jaimes; Antonique White; Margot Vigeant; Michelle Jarvie-Eggart – IEEE Transactions on Education, 2024
Contribution: This article provides an examination of changes in first-year engineering students' perceptions of the role of an engineer after completing the Engineers Without Borders Challenge. Background: Essential pre- and post-comparisons missing in existing studies on the Challenge are provided, as well as comparison to other first-year…
Descriptors: College Freshmen, Student Attitudes, Engineering Education, Engineering
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Iserte, Sergio; Tomas, Vicente R.; Perez, Miguel; Castillo, Maribel; Boronat, Pablo; Garcia, Luis A. – IEEE Transactions on Education, 2023
Team project-based learning (TPBL) combines two learning techniques: 1) project-based learning (PBL) and 2) teamwork. This combination leverages the learning outcomes of both methods and places students in a real work situation where they must develop and solve a real project while working as a team. TPBL has been used in two advanced database…
Descriptors: Cooperative Learning, Student Projects, Active Learning, Teamwork
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Francisco Cima; Pilar Pazos; Minjung Lee; Kristie Gutierrez; Jennifer Kidd; Orlando Ayala; Stacie Ringleb; Krishnanand Kaipa; Danielle Rhemer – IEEE Transactions on Education, 2025
This study contributes to team science and competency development by comparing demonstrated teamwork skills by engineering students participating in disciplinary and cross-disciplinary team projects. Teamwork skills are key competencies necessary to solve complex technical challenges in the workplace. Despite prior efforts to enhance these…
Descriptors: Skill Development, Teamwork, Undergraduate Students, Engineering Education
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Iris Lim – Education and Information Technologies, 2024
Teaching soft skills like team dynamics and critical thinking in content-heavy higher education curriculum can be challenging. Employing educational escape rooms is a novel game-based learning strategy in various disciplines, including health sciences. Escape rooms provide the opportunity for a group to work together as they solve puzzles within a…
Descriptors: Neurosciences, Educational Games, Program Design, Program Implementation
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