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Ramazan Yilmaz – Interactive Learning Environments, 2024
This research, students' technology acceptance, KSB, community of inquiry (CoI), and social interaction space situations were examined in collaborative learning where Zoom was used as a CSCL tool in computer programming courses, and the structural relationships between these variables were revealed. The research was carried out on 162 university…
Descriptors: Cooperative Learning, Technology Uses in Education, Technological Literacy, Student Attitudes
Ramírez-Donoso, Luis; Pérez-Sanagustín, Mar; Neyem, Andrés; Alario-Hoyos, Carlos; Hilliger, Isabel; Rojos, Felipe – Interactive Learning Environments, 2023
Over the past years, higher education institutions have been exploring different mechanisms to adapt their learning and teaching practices to increase students' engagement. One of the proposals has been to reuse Massive Online Open Courses (MOOCs) as Small Online Private Courses (SPOCs), or as complementary resources in traditional courses through…
Descriptors: Technology Uses in Education, Electronic Learning, Cooperative Learning, Gamification
Carsten Lecon – Athens Journal of Education, 2024
In this paper, we describe a teaching scenario using a virtual environment (known also in the context of the 'metaverse'). This is motivated by the challenges that arise during the pandemic. More and more teaching scenarios are transferred to online learning settings, which allow learning at any time and at any time. One of the possibilities are…
Descriptors: Electronic Learning, Virtual Classrooms, Computer Simulation, Artificial Intelligence
Ng, Davy Tsz Kit; Lee, Min; Tan, Roy Jun Yi; Hu, Xiao; Downie, J. Stephen; Chu, Samuel Kai Wah – Education and Information Technologies, 2023
In recent years, with the popularity of AI technologies in our everyday life, researchers have begun to discuss an emerging term "AI literacy". However, there is a lack of review to understand how AI teaching and learning (AITL) research looks like over the past two decades to provide the research basis for AI literacy education. To…
Descriptors: Artificial Intelligence, Technology Uses in Education, Technological Literacy, Literacy Education
Haijun Zeng Ed.; Jiahao Liu Ed.; Di Wu Ed.; Lijie Yue Ed. – Lecture Notes in Educational Technology, 2023
This book presents 28 practical case studies in detail and 49 case studies in brief. The collection of these case studies focuses on one or more aspects of exploration and practice on the following topics: smart campus and smart classroom, resource construction and sharing, new teaching mode, comprehensive quality evaluation of students, teacher…
Descriptors: Foreign Countries, Best Practices, Educational Technology, Technology Uses in Education
García-Peñalvo, Francisco José, Ed.; García-Holgado, Alicia, Ed. – Lecture Notes in Educational Technology, 2023
This TEEM 2022 Conference (International Conference on Technological Ecosystems for Enhancing Multiculturality) Proceedings reflects the most outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support the Knowledge Society building and development. With its learning technology-based focus using a…
Descriptors: Interdisciplinary Approach, Conference Papers, Technology Uses in Education, Information Science
Smith, Spencer; Chan, Samantha – Journal of Science Education and Technology, 2017
This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied…
Descriptors: Video Games, Higher Education, Cooperative Learning, Engineering Education
Vosinakis, Spyros; Anastassakis, George; Koutsabasis, Panayiotis – British Journal of Educational Technology, 2018
Logic Programming (LP) follows the declarative programming paradigm, which novice students often find hard to grasp. The limited availability of visual teaching aids for LP can lead to low motivation for learning. In this paper, we present a platform for teaching and learning Prolog in Virtual Worlds, which enables the visual interpretation and…
Descriptors: Programming, Educational Technology, Technology Uses in Education, Simulated Environment
Burgos, Daniel, Ed. – Lecture Notes in Educational Technology, 2020
Educational Technology is the right couple to a radical innovation. Thanks to the appropriate technology in the right context with the best fit to the target audience, education can be drastically improved, meaning a better performance, competence achievement, match with the user's expectations and with the market needs. Serious games, Virtual…
Descriptors: Educational Change, Electronic Learning, Educational Innovation, Educational Technology
Johnson, Claire – International Journal of Computer Science Education in Schools, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using Game Maker can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on the learning…
Descriptors: Foreign Countries, Computer Games, Educational Technology, Technology Uses in Education
Sharp, Jason H.; Lang, Guido – Journal of Information Systems Education, 2018
Agile software development methods are widespread in industry, and there is a wealth of academic research and practitioner publications currently available from this perspective. With the rise of Agile within companies worldwide, it is increasingly important for information systems education to keep up with this trend to ensure curriculum and…
Descriptors: Computer Software, Educational Technology, Technology Uses in Education, Information Systems
Kynigos, Chronis; Grizioti, Marianthi – Informatics in Education, 2018
During the last decade, coding has come to the foreground of educational trends as a strong mean for developing students' Computational Thinking (or CT). However, there is still limited research that looks at coding and Computational Thinking activities through the lens of constructionism. In this paper, we discuss how the knowledge we already…
Descriptors: Coding, Computation, Educational Technology, Technology Uses in Education
Laakso, Mikko-Jussi; Kaila, Erkki; Rajala, Teemu – Education and Information Technologies, 2018
Automatically assessed exercises with immediate feedback can be a powerful tool for enhancing the effectiveness of education. In this article, we discuss the design and implementation of a collaborative learning tool called ViLLE. The design is based on experiences gathered from a previously developed and thoroughly researched visualization tool.…
Descriptors: Feedback (Response), Cooperative Learning, Visualization, Design
Tüzün, Hakan; Bilgiç, Hatice Gökçe; Elçi, Sevil Yasar – International Electronic Journal of Elementary Education, 2019
Three-dimensional Multi-User Virtual Environments (MUVEs) are being increasingly used in many areas, and they are becoming more and more integrated with learning and teaching. MUVEs can be used in learning and teaching to facilitate student learning and collaboration. This study identified the effects of MUVEs on collaborative learning and social…
Descriptors: Educational Technology, Technology Uses in Education, Cooperative Learning, Interpersonal Relationship
Chiang, Tosti Hsu-Cheng – Interactive Learning Environments, 2017
Programing is difficult for beginners because they need to learn the new language of computers. Developing software, especially complex software, is bound to result in problems, frustration, and the need to think in new ways. Identifying the learning behavior behind programing by way of empirical studies can help beginners learn more easily. In…
Descriptors: Programming, Educational Technology, Technology Uses in Education, Problem Solving