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Podschuweit, Sören; Bernholt, Sascha; Brückmann, Maja – Research in Science & Technological Education, 2016
Background: Complexity models have provided a suitable framework in various domains to assess students' educational achievement. Complexity is often used as the analytical focus when regarding learning outcomes, i.e. when analyzing written tests or problem-centered interviews. Numerous studies reveal negative correlations between the complexity of…
Descriptors: Classroom Environment, Interaction, Academic Achievement, Environmental Influences
de Araujo, Zandra; Otten, Samuel; Birisci, Salih – Educational Technology & Society, 2017
Flipped instruction is becoming more common in the United States, particularly in mathematics classes. One of the defining characteristics of this increasingly popular instructional format is the homework teachers assign. In contrast to traditional mathematics classes in which homework consists of problem sets, homework in flipped classes often…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Video Technology
Gronostay, Dorothee – Journal of Social Science Education, 2016
Being challenged by opposing views in a controversial discussion can stimulate the production of more elaborate and sophisticated argumentations. According to the model of argument reappraisal (Leitão, 2000), such processes require transactivity, meaning that students do not only give reasons to support their own position (e.g., pro/contra…
Descriptors: Persuasive Discourse, Classroom Communication, Controversial Issues (Course Content), Debate
Sengupta, Pratim; Krinks, Kara D.; Clark, Douglas B. – Journal of the Learning Sciences, 2015
How does deep conceptual change occur when students play well-designed educational games? To answer this question, we present a case study in the form of a microgenetic analysis of a student's processes of knowledge construction as he played a conceptually-integrated digital game (SURGE Next) designed to support learning about Newtonian mechanics.…
Descriptors: Educational Games, Physics, Science Instruction, Technology Uses in Education
Richland, Lindsey Engle – Cognition and Instruction, 2015
Deictic linking gestures, hand and arm motions that physically embody links being communicated between two or more objects in the shared communicative environment, are explored in a cross-cultural sample of mathematics instruction. Linking gestures are specifically examined here when they occur in the context of communicative analogies designed to…
Descriptors: Foreign Countries, Nonverbal Communication, Role, Mathematics Instruction
Kai, Shiming; Paquette, Luc; Baker, Ryan S.; Bosch, Nigel; D'Mello, Sidney; Ocumpaugh, Jaclyn; Shute, Valerie; Ventura, Matthew – International Educational Data Mining Society, 2015
Increased attention to the relationships between affect and learning has led to the development of machine-learned models that are able to identify students' affective states in computerized learning environments. Data for these affect detectors have been collected from multiple modalities including physical sensors, dialogue logs, and logs of…
Descriptors: Video Technology, Interaction, Physics, Affective Behavior
Kay, Robin; Edwards, Jaime – Canadian Journal of Learning and Technology, 2012
Video podcasts allow students to control when, where, and what they learn, as well as the pace of learning. Considerable research has been conducted in higher education on video podcast use, but not in middle schools (grades six to eight). This study investigated the use of worked example video podcasts in mathematics classrooms with students 11…
Descriptors: Foreign Countries, Video Technology, Handheld Devices, Web Based Instruction
Kier, Meredith Weaver – ProQuest LLC, 2013
National efforts to interest students in STEM careers are intensifying around the globe, due to a shortage of professionals to fill the growing demands in these fields. Although some US studies find high interest in STEM in K-12 students, longitudinal studies show a decline in interest following middle school. Many students, particularly females…
Descriptors: STEM Education, Student Interests, Video Technology, Career Development