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Joel Weijia Lai; Wei Qiu; Maung Thway; Lei Zhang; Nurabidah Binti Jamil; Chit Lin Su; Samuel S. H. Ng; Fun Siong Lim – Journal of Learning Analytics, 2025
The growing use of generative AI (GenAI) has sparked discussions regarding integrating these tools into educational settings to enrich the learning experience of teachers and students. Self-regulated learning (SRL) research is pivotal in addressing this inquiry. One prevalent manifestation of GenAI is the large-language model (LLM) chatbot,…
Descriptors: Artificial Intelligence, Computer Software, Learning Analytics, Introductory Courses
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Rui Sun; Xuefei Deng – Journal of Information Systems Education, 2025
This paper examines university students' perceptions of and experiences with using ChatGPT, a generative artificial intelligence (GenAI) tool, to enhance their experiential learning. In this exploratory study, we designed a ChatGPT learning activity flow corresponding to the four experiential learning steps. Analysis of survey data collected from…
Descriptors: Artificial Intelligence, Cues, Teaching Methods, Technology Uses in Education
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Chun Yan Enoch Sit; Siu-Cheung Kong – Journal of Educational Computing Research, 2024
Educational process mining aims (EPM) to help teachers understand the overall learning process of their students. Although deep learning models have shown promising results in many domains, the event log dataset in many online courses may not be large enough for deep learning models to approximate the probability distribution of students' learning…
Descriptors: Learning Processes, Learning Analytics, Algorithms, Guidelines
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Nikola Luburic; Jelena Slivka; Luka Doric; Simona Prokic; Aleksandar Kovacevic – Education and Information Technologies, 2025
Project-based learning (PBL) is a learning technology praised for its ability to grow domain-specific and domain-general skills and related knowledge and attitudes. However, consistently designing effective PBL experiences is challenging, primarily due to the lack of instructor support and guidance for designing PBL experiences aligned with…
Descriptors: Computer Software, Computer Uses in Education, Engineering Education, Active Learning
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Sonia Itati Marino – Journal of Education and e-Learning Research, 2025
This article examines the potential of Challenge-Based Learning (CBL) and Evidence-Based Software Engineering (ESBE) as a strategy for higher education, combining quality teaching with the development of professional skills. The article specifically aims to mitigate all-but-thesis syndrome in degree programmes. The methodology comprises three…
Descriptors: Problem Based Learning, Evidence Based Practice, Computer Software, Capstone Experiences
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Susana A. Eisenchlas; Kelly Shoecraft – Student Success, 2024
This practice report describes a 12-week stand-alone course designed to address the challenges university students face in foreign language classes. Adopting principles of transformative language learning, course content, activities and resources were designed and implemented to dispel myths and preconceptions regarding language instruction,…
Descriptors: Transformative Learning, Social Emotional Learning, Second Language Learning, Second Language Instruction
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Eka Ariyati; Herawati Susilo; Hadi Suwono; Fatchur Rohman – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
Learning must be able to develop knowledge, skills, and mindsets so that the graduates produced have attitudes, abilities and knowledge that are integrated and skilled in life. One way to achieve learning can be done through habits of mind because the success of learning is strongly influenced by habits of mind. The purpose of this study is to as…
Descriptors: Cognitive Processes, Science Education, Teaching Methods, Blended Learning
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Zhongzhou Chen; Tom Zhang; Michelle Taub – Journal of Learning Analytics, 2024
The current study measures the extent to which students' self-regulated learning tactics and learning outcomes change as the result of a deliberate, data-driven improvement in the learning design of mastery-based online learning modules. In the original design, students were required to attempt the assessment once before being allowed to access…
Descriptors: Learning Analytics, Algorithms, Instructional Materials, Course Content
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Chen, Yulin – Education and Information Technologies, 2023
This study investigated the motivation of Taiwanese undergraduate EFL students in learning English-to-Chinese translation and the intention to use a digital game-based learning app called CHEN-slate. The app, consisting of a learning zone, practice zone, and competition zone and including translation skills needed for actual translation practice,…
Descriptors: Translation, Game Based Learning, English (Second Language), Second Language Learning
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Skyler Bruggink; Jeff W. Dawson; Iain W. McKinnell – Technology, Knowledge and Learning, 2025
Gamification is a pedagogical strategy that uses the principles and mechanics of game play to facilitate student learning. Despite increased adoption over the last decade, the question of how effective gamification is as a pedagogical strategy remains controversial. Here we report on the impact of a custom developed mobile app that incorporates…
Descriptors: Course Content, Game Based Learning, Computer Software, Learning Processes
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Dana Di Pardo Léon-Henri; Julien Henriet; Marie-Laure Betbeder; Françoise Greffier; Floran Carvalho – Teaching English with Technology, 2025
This research delves into the transformative potential of humanoid robotics and artificial intelligence (AI) in the field of Teaching English to Speakers of Other Languages (TESOL), spotlighting their innovative contributions to modern language instruction. With a focus on robot-assisted language learning (RALL) and AI-powered tools, particularly…
Descriptors: Artificial Intelligence, Robotics, Computer Software, Technology Integration
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Mark F. Thouin; William E. Hefley – Journal of Information Systems Education, 2024
The product owner role is one of three key roles in the Scrum software development process. Industry demand for product owners is growing exponentially, and educators need effective techniques for teaching students the knowledge, skills, and competencies required to be effective product owners. To address this need, this Teaching Tip describes how…
Descriptors: Computer Software, Experiential Learning, Computer Simulation, Graduate Students
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Yeh-Zu Tzou – Interpreter and Translator Trainer, 2024
In the recent decade, project-based learning has gained popularity in translator training, with its foundation rooted in the situated learning theory. Advancements in digital technology have opened up new learning opportunities for both teachers and students in translation classrooms. One such opportunity lies in the realm of online communities…
Descriptors: Translation, Learner Engagement, Electronic Learning, Access to Education
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Cristina Portalés; Javier Sevilla; Pablo Casanova-Salas; Mar Gaitán; Sergio Casas – Journal of Geography in Higher Education, 2025
Data visualization is a complex matter and so is teaching it in the context of engineering and data science. Even more challenging is teaching in a midst of once in a century pandemic. In this paper, we show the results of a workshop conducted with second-year students on a university degree in data science, which took place in the context of…
Descriptors: Blended Learning, Geography Instruction, Learning Processes, Workshops
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Shu Zhou; Gerhardus D. Du Preez – Language Learning & Technology, 2025
This study examines the potential of ChatGPT to enhance grammar development in an academic writing context, where grammar instruction is often overlooked. Adopting a qualitative case study, this research explores how a localized version of ChatGPT can assist first-year undergraduate students in improving their grammar in writing tasks. The study…
Descriptors: Grammar, Writing Instruction, Artificial Intelligence, Computer Software
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