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Bushmeleva, Natalia A.; Isupova, Natalya I.; Mamaeva, Ekaterina A.; Kharunzheva, Elena V. – European Journal of Contemporary Education, 2020
The problem of the research is due to the need to create a special engineering style of thinking within the digital educational space, which implies readiness for research, creativity, responsibility, and supported by modern high-tech tools in order to provide resources for solving the problems of Industry 4.0. The purpose of the study is to…
Descriptors: Engineering Education, Thinking Skills, Creativity, Information Technology
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Argu¨ello, Jose´ M.; Dempski, Robert E. – Journal of Chemical Education, 2020
Facile visualization of biomolecules is an essential component of the undergraduate biochemistry curriculum. In the past, a number of tools have been used to display biomolecules. More recently, the advent of greater accessibility to virtual reality (VR) and augmented reality (AR) programs has created a new mechanism to visualize biomolecules.…
Descriptors: Visualization, Undergraduate Students, Biochemistry, Science Instruction
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Cavus, Nadire – World Journal on Educational Technology: Current Issues, 2020
The advance of pervasive technologies such as mobile technologies and various mobile devices has brought opportunities for educators to design and perform interactive learning activities and has also enabled educationalists to access the virtual learning environment anytime and anywhere without restrictions of time or place and without too much…
Descriptors: Virtual Classrooms, Teaching Methods, Telecommunications, Handheld Devices
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Herceg, Ðorde; Herceg, Dejana – Informatics in Education, 2020
Connecting theory and practice in teaching is sometimes difficult, as it requires expensive or delicate equipment, thus limiting the teacher to giving demonstrations in which students are passive participants. Numerical mathematics, as an applied discipline, should be taught on real world examples. By using inexpensive Arduino hardware, we can…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Computer Software
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Vargas-Macías, Zulma Liliana; Rodríguez-Hernandez, Ariel Adolfo; Sánchez-Sáenz, Claudia Liliana – GIST Education and Learning Research Journal, 2020
This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) have been implemented, as an ICT-mediated learning strategy for learning and training in the education. A systemic literary review of works on the subject is carried out to contextualize and identify methods,…
Descriptors: Computer Games, Teaching Methods, Learning Strategies, Game Based Learning
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Natalija, Budinski; Lavicza, Zsolt; Fenyvesi, Kristof; Milinkovic, Dragica – International Electronic Journal of Mathematics Education, 2020
In this paper, we present opportunities with the uses of origami and technology, in our case GeoGebra, in teaching formal geometric definitions for fifth-grade primary school students (11-12yrs). Applying origami in mathematical lessons is becoming to be recognized as a valuable tool for improving students' mathematical knowledge. In previous…
Descriptors: Grade 5, Elementary School Students, Elementary School Mathematics, Geometry
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Akpokiere, Roseline; Oyelekan, Oloyede Solomon; Olorundare, Adekunle Solomon – International Journal of Virtual and Personal Learning Environments, 2020
The low achievement of chemistry students in Nigerian Colleges of Education has been attributed to a number of factors including a lack of indigenous computer software for enhancing course teaching. This study therefore sought to develop and validate an instructional computer package on organic chemistry for Colleges of Education in Nigeria. The…
Descriptors: Science Achievement, Computer Software, Organic Chemistry, Foreign Countries
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McFaul, Hugh; FitzGerald, Elizabeth – British Journal of Educational Technology, 2020
This paper provides a realist evaluation of the Open Justice virtual reality (VR) smartphone app, designed to develop presentation skills for students on an undergraduate legal education module. This work addresses two research questions: what proportion of students engaged with the Open Justice app, and what worked for whom in what circumstances…
Descriptors: Undergraduate Students, Legal Education (Professions), Computer Simulation, Computer Software
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Abu-Ayfah, Zahra A. – English Language Teaching, 2020
The rapid growth of mobile device technology and the emergence of new mobile device applications such as Telegram have created new opportunities for EFL students. Accordingly, the current study investigated the EFL College students' perceptions of using Telegram for English language learning. The participants of the present study were 300 EFL…
Descriptors: Telecommunications, Handheld Devices, College Students, Student Attitudes
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Paxinou, Evgenia; Panagiotakopoulos, Christos T.; Karatrantou, Anthi; Kalles, Dimitrios; Sgourou, Argyro – Biochemistry and Molecular Biology Education, 2020
This study presents the integration of three different teaching scenarios, during biology laboratory lessons, with the overall aim of exploring the potential predominant effectiveness of teaching and improvement of students' learning, by the use of the three-dimensional virtual reality educational tool Onlabs, versus more traditional didactic…
Descriptors: Biology, Science Instruction, Computer Simulation, Instructional Effectiveness
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Bozzo, G. – Physics Teacher, 2020
As soon as children can see, they observe that objects fall freely. From a young age, we spontaneously construct interpretative models to understand this everyday phenomenon. Over the last three decades, numerous experiments have been developed to help students understand physics concepts regarding free fall. Although there are many…
Descriptors: Secondary School Science, Science Instruction, Physics, Teaching Methods
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Flores-Bascuñana, Míriam; Diago, Pascual D.; Villena-Taranilla, Rafael; Yáñez, Dionisio F. – Education Sciences, 2020
Nowadays, Augmented Reality (AR) is one of the emerging technologies with a greater impact in the Education field. Research has proved that AR-based activities improve the teaching and learning processes. Also, the use of this type of technology in classroom facilitates the understanding of contents from different areas as Arts, Mathematics or…
Descriptors: Grade 6, Elementary School Students, Educational Technology, Technology Uses in Education
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Uluay, Gulsah; Dogan, Alev – Journal of Education in Science, Environment and Health, 2020
The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. In accordance with this purpose, key factors towards using digital games in classroom are also observed. Convergent parallel design that is a type of mix method…
Descriptors: Preservice Teachers, Science Teachers, Teaching Methods, Electronic Learning
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Hershcovits, Haviv; Vilenchik, Dan; Gal, Kobi – IEEE Transactions on Learning Technologies, 2020
This paper studies students engagement in e-learning environments in which students work independently and solve problems without external supervision. We propose a new method to infer engagement patterns of users in such self-directed environments. We view engagement as a continuous process in time, measured along chosen axes that are derived…
Descriptors: Electronic Learning, Problem Solving, Independent Study, Factor Analysis
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Suárez-Gómez, Andrés-David; Pérez-Holguín, Wilson Javier – Journal of Technology and Science Education, 2020
Educational robotics has become one of the most effective methods to teach STEM concepts in a practical and didactic way at all educational level. In this context, the LEGO Mindstorms robotic platforms have been widely used due to their versatility ease of use and modularity. Despite this, most of the papers focus on K-12 and undergraduate levels,…
Descriptors: Visualization, Teaching Methods, Educational Experience, Mathematics Instruction
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