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Wang, Cixiao; Dong, Qian; Ma, Yuying – Journal of Science Education and Technology, 2023
With the advancement of informational and portable technologies, virtual manipulatives based on tablets are applied to support students' learning in science education. However, research on the impact of tablet-student ratios on individual knowledge acquisition and cognitive load in collaborative inquiry learning has not been addressed in detail…
Descriptors: Tablet Computers, Technology Uses in Education, Electronic Learning, Cognitive Processes
Azetu Azashi Agyo; Emmanuel John Anagu – International Journal of Technology in Education and Science, 2025
As educational needs change, gamified immersive virtual reality (I-VR) can enhance learning by making it more interactive. Immersive virtual reality is used more in science than in the humanities. This study uses the Theory of Planned Behavior (TPB) to explore factors that affect students' intentions to use gamified I-VR, particularly in…
Descriptors: Gamification, Computer Simulation, Literacy, English Instruction
Jon-Chao Hong; Ming-Chou Liu; Huei-Ying Ho; Chi-Ruei Tsai; Kai-Hsin Tai – Education and Information Technologies, 2024
By using information technology, science learning can be widely disseminated, including, for example, to rural schools. However, the implementation of inquiry-based science learning with action-to-ground science concepts for rural learners needs to be explored. To address this purpose, the present study adopted "live stream" technology…
Descriptors: Cognitive Processes, Difficulty Level, Technology Uses in Education, Video Technology
Lazaro Lima; Ione Goulart; Luis Gonzaga Magalhães; Pedro Rangel Henriques – International Association for Development of the Information Society, 2022
The challenges in learning and teaching computer programming relate to everyone who needs to prepare others for the digital world. Learning and teaching computer programming is a challenge because it requires persistence and dedication. Nowadays, Computational Thinking is understood as an essential skill to overcome those challenges. In this…
Descriptors: Computer Simulation, Active Learning, Thinking Skills, Cognitive Processes
Yilian Teng; Zhuhui Yin; Xia Wang; Hanyu Yang – International Journal of Educational Technology in Higher Education, 2024
Little research has been conducted to investigate relationships between students' community of inquiry (CoI) perceptions and their attitudes towards reading circles (ARC). To bridge the gap this quantitative research reports a cohort of Chinese students' perceptions of CoI and its prediction for their attitudes towards reading circles (RC) in…
Descriptors: Blended Learning, English (Second Language), Second Language Learning, Reading Skills
David Juárez-Varón; Manuel Ángel Juárez-Varón; Ana Mengual-Recuerda; Beatriz Andres – International Journal of Game-Based Learning, 2024
This research delves into the comparative analysis of brain activity using gamification in the classroom versus traditional teaching. This study aims to employ neurotechnology to record and analyse the impact of active gamification methodology on relevant variables in the learning process within a traditional university education setting,…
Descriptors: College Students, Human Resources, Personnel Management, Courses
Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
Magana, Alejandra J.; Hwang, Jisoo; Feng, Shi; Rebello, Sanjay; Zu, Tianlong; Kao, Dominic – Journal of Computer Assisted Learning, 2022
Background: Previous work has identified that the benefits of learning with videogames and learning from simulations. However, recent meta-analytic work has also identified that little research directly compares learning with videogames and learning with simulations. Objectives: This study examines two learning technologies and their corresponding…
Descriptors: Computer Simulation, Computer Games, Video Games, Inquiry
Xiao-Fan Lin; Gwo-Jen Hwang; Jing Wang; Yue Zhou; Wenyi Li; Jiachun Liu; Zhong-Mei Liang – Interactive Learning Environments, 2023
Augmented reality (AR) can represent a contextualised scientific inquiry environment in which students may explore the real world and develop science process skills via interacting with rich information from virtual systems. However, it remains a challenge for most students to complete scientific inquiry tasks without proper support. Research…
Descriptors: Computer Simulation, Active Learning, Inquiry, Behavior Patterns
Epps, Bridgette S.; Luo, Tian; Muljana, Pauline Salim – Journal of Information Technology Education: Research, 2021
Aim/Purpose: The current literature discusses the use and benefits of learner-generated videos (LGVs). However, it rarely addresses any correlation between the types of subjects that are best suited for using these videos or what techniques should accompany the use of LGVs. Background: This systematic review synthesizes current literature to…
Descriptors: Literature Reviews, Video Technology, Learning Activities, Active Learning
Zhang, Ruofei; Zou, Di – Education and Information Technologies, 2023
Technology-enhanced peer feedback (TEPF) activity has been increasingly investigated in L2 writing education. Researchers have conducted many review and meta-analysis studies on related research and identified factors influencing the activity effectiveness. However, few reviews have been conducted based on the activity theory that may clarify…
Descriptors: Peer Evaluation, Feedback (Response), Second Language Learning, Writing Assignments
McDonald, DeShannon; Holmes, Yvette; Prater, Tammy – e-Journal of Business Education and Scholarship of Teaching, 2020
As a guide or advocate in the classroom, professors more actively engage students in the learning process and capture their interest. Students' performance expectations of themselves are also impacted based on the learning environment created by instructors and the classification of the student. Instructors will learn the best way to complement…
Descriptors: Learner Engagement, Outcomes of Education, Active Learning, Conventional Instruction
Liu, Yu-Hsin; Yu, Fu-Yun – Interactive Learning Environments, 2019
An online learning system in support of active learning and formative evaluation via a teaching-by-questioning strategy in classrooms was developed. Following a design-based research paradigm, the theoretical base, design principles, and associated spaces for the system were explicated. Its learning potential in terms of perceived usefulness, ease…
Descriptors: Active Learning, Formative Evaluation, Teaching Methods, Questioning Techniques
Smithsonian Center for Learning and Digital Access (Smithsonian Learning Lab), 2017
Launched in June 2016, the Smithsonian Learning Lab (SLL) provides access to the digital resources from across the Smithsonian's 19 museums, 9 major research centers, and the National Zoo, to be used as real-world learning experiences. It is designed to aid students in building lasting knowledge and critical skills that take learners from simply…
Descriptors: Learning Laboratories, Student Needs, Electronic Learning, Student Motivation
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Tsai, Chi-Ruei – Research in Science Education, 2017
Based on the cognitive-affective theory, the present study designed a science inquiry learning model, "predict-observe-explain" (POE), and implemented it in an app called "WhyWhy" to examine the effectiveness of students' science inquiry learning practice. To understand how POE can affect the cognitive-affective learning…
Descriptors: Science Instruction, Cognitive Processes, Difficulty Level, Anxiety
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