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Ruofei Zhang; Di Zou; Gary Cheng – Interactive Learning Environments, 2024
The chatbot has been increasingly applied and investigated in education, along with many review studies from different aspects. However, few reviews have been conducted on chatbot-assisted learning from the pedagogical and implementational aspects, which may provide implications for future application and investigation of educational chatbots. To…
Descriptors: Artificial Intelligence, Synchronous Communication, Computer Software, Teaching Methods
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Deborah E. Carberry; Jonas S. Neergaard-Nielsen; Evert Van Nieuwenburg; Martin P. Andersson – Discover Education, 2024
In this study, we develop and test a board game to introduce quantum computing to engineering students. The instructional approach is informed by peer instruction and flow theory. To begin, Bloom's taxonomy is leveraged to profile the intended learning outcomes (ILO's) from a master's course in Quantum Information. This is followed by a filtering…
Descriptors: Quantum Mechanics, Engineering, Technical Occupations, Peer Teaching
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Rhonda Chung; Walcir Cardoso – TESL Canada Journal, 2024
Reterritorialization is an imperial process that creates settler colonial nations, like Canada, and funds intergenerational settler policies to assert intergenerational control over unceded territory, like English-only and French-only teacher education programs. This results in pedagogies designed to discourage learners from exploring other…
Descriptors: Language Acquisition, Computer Assisted Instruction, Technology Uses in Education, Visual Aids
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Robert E. Brainard; Amy L. Shaffer; Lewis J. Watson; Daniela G. L. Terson de Paleville; Jeff C. Falcone – Advances in Physiology Education, 2024
With the increased attention focused on active learning, educators strive to find better and more innovative ways to engage students in the classroom. One of the hurtles that educators are presented with is that the classroom is no longer limited to a physical location but rather students and professor can meet via the internet, Before COVID-19,…
Descriptors: Learner Engagement, Social Isolation, Distance Education, COVID-19
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Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2024
These proceedings contain the papers of the 21st International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2024), held in Zagreb, Croatia, from 26 to 28 October 2024 and organized by the International Association for Development of the Information Society (IADIS). The CELDA conference aims to address the main issues…
Descriptors: Cognitive Processes, Cognitive Psychology, Computer Uses in Education, Technology Uses in Education
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Chen, I. Chien; Rocha-Beverly, Christel; Schneider, Barbara – Education and Information Technologies, 2021
Init2Winit is a gamified mobile application designed to promote college and career knowledge among adolescents. Init2Winit offers students multiple opportunities to explore college and career pathways using game tunnels; this tunnel play informs students' understanding of how mis/aligned choices can have varying consequences for their future. Our…
Descriptors: Telecommunications, Handheld Devices, Educational Games, Adolescents
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Sailer, Michael; Sailer, Maximilian – British Journal of Educational Technology, 2021
For higher education, the question of how in-class activities can be supported in large lectures is of great relevance. This paper suggests a gamified flipped classroom approach to address this challenge. In an experimental study, N = 205 educational science students performed either gamified in-class activities using a gamified quiz with points…
Descriptors: Higher Education, Game Based Learning, Educational Games, Class Activities
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Oren, Mehmet; Pedersen, Susan; Butler-Purry, Karen L. – IEEE Transactions on Education, 2021
Contribution: This article presents the design of in-game tools to support learning within an educational video game and investigates the impact of tool usage on engineering students' performance in an introductory digital circuit design course. Background: Despite the level of appeal of video games to college students, there is a lack of…
Descriptors: Video Games, Educational Games, Game Based Learning, Instructional Effectiveness
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Dikmen, Melih – International Journal of Curriculum and Instruction, 2021
Gamification helps to make learning fun and motivate students by attracting the attention of students. In the literature, it is seen that the studies conducted to determine the effect of gamification of learning on academic achievement have reached contradictory results. While some studies have found that gamification increases academic…
Descriptors: Foreign Countries, Game Based Learning, Academic Achievement, Educational Games
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Sandberg, Magnus H.; Silseth, Kenneth – E-Learning and Digital Media, 2021
Henrik Ibsen's play "Peer Gynt" digs deep into the question of what it means to be oneself. An upcoming computer game version invites players to take on the role of Peer and thereby raises new questions about identity and identification. By recording dyads of students who play an early version of the game and analysing their interaction…
Descriptors: Computer Games, Classics (Literature), Educational Games, Role Playing
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Chernov, Victor; Klas, Sivan; Shaharabani, Yael Furman – Journal of Technology and Science Education, 2021
Technology-enriched lessons can contribute to improving student engagement and learning in engineering courses. In this study we systematically incorporated Kahoot!, a game-based response system, in two mandatory content-intensive undergraduate engineering courses. In both courses, short quizzes were incorporated regularly at the beginning of the…
Descriptors: Educational Technology, Educational Games, Engineering Education, Learner Engagement
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Parkes, Craig; Hemphill, Michael A. – Journal of Teaching in Physical Education, 2021
Purpose: To investigate the existence of fitness orientations among preservice teachers (PTs) and to identify what has influenced these orientations. Methods: The participants were 14 undergraduate PTs enrolled in a physical education teacher education games methods course in the Northeast United States. Qualitative data were collected through…
Descriptors: Preservice Teachers, Student Attitudes, Physical Fitness, Socialization
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Schmidt, Elizabeth K.; Dougherty, Megan; Robek, Natalie; Darragh, Amy; Hand, Brittany N.; Havercamp, Susan M.; Weaver, Lindy L.; Sommerich, Carolyn – American Journal of Sexuality Education, 2021
Sexuality education (SE) for individuals with intellectual and developmental disabilities is needed, but is sparse. Seven individuals with intellectual and developmental disabilities and two educators participated in a mixed method participatory design to iteratively refine nine learning activities for SE. We analyzed usability, usefulness, and…
Descriptors: Intellectual Disability, Developmental Disabilities, Sex Education, Learning Activities
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Mattlin, Mikael – Journal of Political Science Education, 2021
This article explores the hidden educational potential in the board game "Diplomacy." While commonly recognized as a good low-cost negotiation simulation and a useful teaching platform, the original game version over-emphasizes the conflictual nature of international relations and presents an image of international relations that is not…
Descriptors: Political Science, Teaching Methods, Educational Games, International Relations
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Wardoyo, Cipto; Satrio, Yogi Dwi; Narmaditya, Bagus Shandy; Wibowo, Agus – Cypriot Journal of Educational Sciences, 2021
Providing teaching and learning activities during the Covid-19 pandemic has been a global challenge, and the government has responded to this issue by conducting distance learning using technology. This study introduces and evaluates gamification learning in economics employing to enhance the students' achievements. This study elaborates on a new…
Descriptors: Foreign Countries, COVID-19, Pandemics, Economics Education
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