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Pelin Efilti; Koray Gelmez – International Journal of Technology and Design Education, 2024
In the field of design, empathy, which is often addressed in design research and practice, has also become an essential aspect of design education. It is both one of the core components of learning processes and a foundation for teaching activities. This paper aims to explore and discuss the impacts of empathy on learning and teaching in the…
Descriptors: Empathy, Teaching Methods, Learning Processes, Literature Reviews
Margaret Bearman; Harsha Chandir; Paige Mahoney; Helen Partridge – Higher Education Research and Development, 2024
Sustaining innovation is a topic of broad concern to higher education, particularly in a pandemic-driven time of challenge to the sector. This scoping review of the literature examines thirteen studies that have considered sustainability of teaching and learning innovations within the past two decades. From these thirteen studies, we derive key…
Descriptors: Sustainability, Teaching Methods, Learning Processes, Educational Innovation
Upahi, Johnson Enero; Ramnarain, Umesh – Science & Education, 2022
Learning progressions (LPs) are descriptions of successively more sophisticated ways of thinking about an idea over an extended period of time. The growing interest of researchers in learning progressions is grounded in the potential it holds to align curriculum, instruction, and assessment. Previous review of research on LPs by Duschl et al.…
Descriptors: Science Education, Literature Reviews, Learning Processes, Thinking Skills
Castillo-Parra, Byron; Hidalgo-Cajo, Byron Geovanny; Vásconez-Barrera, Milton; Oleas-López, Julio – World Journal on Educational Technology: Current Issues, 2022
Gamification is a learning technique that transfers the mechanics of games to the educational environment in order to achieve better pedagogical results mediated by technological tools, this technique is used as an alternative to the traditional teaching methodology that is increasingly used in higher education, which is why the objective of the…
Descriptors: Gamification, Higher Education, Literature Reviews, Game Based Learning
dos Anjos, Fernando Elemar Vicente; Rocha, Luiz Alberto Oliveira; da Silva, Débora Oliveira; Pacheco, Rodrigo; Pinheiro, Divina Márcia Borges – International Journal of Virtual and Personal Learning Environments, 2022
Cognitive approaches to teaching generate learning through the interaction between the subject and object of study. One of the strategies to create this interaction is related to the application of virtual and augmented reality in the teaching-learning processes. Through a systematic literature review, this work aims to describe the approaches…
Descriptors: Electronic Learning, Computer Simulation, Engineering Education, Literature Reviews
Agostino Marengo; Alessandro Pagano; Jenny Pange; Kamal Ahmed Soomro – Interactive Technology and Smart Education, 2024
Purpose: This paper aims to consolidate empirical studies between 2013 and 2022 to investigate the impact of artificial intelligence (AI) in higher education. It aims to examine published research characteristics and provide insights into the promises and challenges of AI integration in academia. Design/methodology/approach: A systematic…
Descriptors: Literature Reviews, Artificial Intelligence, Technology Uses in Education, Higher Education
Samir Adrian Harawa; Ignatius Antony Herman; Samson Davidson D.; Briskilla M. – Journal on School Educational Technology, 2024
Amid the 21st century, marked by unprecedented technological advancements and rapid societal transformations, the field of education stands at a crossroads. As the digital era unfolds, traditional teaching methods are being redefined to align with the evolving needs of learners. This study delves into diverse pedagogical approaches that extend…
Descriptors: Teaching Methods, Learning Processes, Student Motivation, Critical Thinking
Omid Noroozi; Saba Soleimani; Mohammadreza Farrokhnia; Seyyed Kazem Banihashem – International Journal of Technology in Education, 2024
Recently, ChatGPT, a cutting-edge large language model, has emerged as a powerful Generative Artificial Intelligence (GenAI) tool with the capacity to influence education. ChatGPT provides ample opportunities for learners, researchers, educators, and practitioners to achieve the intended learning outcomes in various disciplines. This special issue…
Descriptors: Artificial Intelligence, Technology Uses in Education, Teaching Methods, Educational Theories
Kuk, Hye-Su; Tarlau, Rebecca – International Journal of Lifelong Education, 2020
The purpose of this paper is to systematically review and trace the lineage of theoretical debates around social movement learning in the field of adult education. We compiled articles, books and conference proceedings on adult education and social movements from Google Scholar using the software "Publish or Perish" and manually filtered…
Descriptors: Adult Education, Social Change, Social Influences, Conflict
Gong, Yang; Lyu, Boning; Gao, Xuesong – Asia-Pacific Education Researcher, 2018
This article reviews studies on teaching Chinese as a second or foreign language (CSL/CFL) inside and outside Mainland China. In the review process, we analyzed a total of 1358 Chinese language articles and 175 English language articles from CNKI [Chinese characters omitted] and Web of Science, respectively, during the period from 2004 to 2016. By…
Descriptors: Teaching Methods, Educational Research, Chinese, Second Language Learning
Duran, David – Innovations in Education and Teaching International, 2017
In order to create an initial framework for learning-by-teaching, this article reviews a body of relevant research, from a historical perspective, gathering evidence about the potential and the limits of this pedagogical mechanism. Results indicate that the more complex the teaching activity is, the more opportunities there are to learn by…
Descriptors: Evidence, Teaching Experience, Teaching Skills, Experiential Learning
Çiftçi, Serdar – Turkish Online Journal of Educational Technology - TOJET, 2018
The aim of this research is to investigate, through data analysis, the studies conducted on the use of educational digital games by children. As part of this study, a search of the Science Direct, Web of Science, and ERIC databases was performed to identify the studies on this topic published within the last decade (2007 and 2017). From this…
Descriptors: Educational Games, Computer Games, Databases, Programming Languages
Erlinger, Allison – College & Research Libraries, 2018
There is a well-established need for academic libraries to demonstrate their impact on student learning, particularly through the application of measurable outcomes in information literacy instruction (ILI). Recent literature is replete with articles both outlining the importance of well-designed assessment as an integral part of ILI and providing…
Descriptors: Information Literacy, Academic Libraries, Undergraduate Students, Learning Processes
Yang, Fang-Ying; Tsai, Meng-Jung; Chiou, Guo-Li; Lee, Silvia Wen-Yu; Chang, Cheng-Chieh; Chen, Li-Ling – Educational Technology & Society, 2018
The main purpose of this study was to provide instructional suggestions for supporting science learning in digital environments based on a review of eye tracking studies in e-learning related areas. Thirty-three eye-tracking studies from 2005 to 2014 were selected from the Social Science Citation Index (SSCI) database for review. Through a…
Descriptors: Teaching Methods, Science Instruction, Learning Processes, Eye Movements
Elvira, Quincy; Imants, Jeroen; Dankbaar, Ben; Segers, Mien – Scandinavian Journal of Educational Research, 2017
How to facilitate learning by novices (students) on their road to expertise has attracted the attention of a vast number of researchers in cognitive and educational psychology as well in the field of learning and instruction. Although many studies have investigated the phenomenon of expertise development, the implications of the findings for…
Descriptors: Expertise, Literature Reviews, Instruction, Instructional Design