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Vargas-Macías, Zulma Liliana; Rodríguez-Hernandez, Ariel Adolfo; Sánchez-Sáenz, Claudia Liliana – GIST Education and Learning Research Journal, 2020
This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) have been implemented, as an ICT-mediated learning strategy for learning and training in the education. A systemic literary review of works on the subject is carried out to contextualize and identify methods,…
Descriptors: Computer Games, Teaching Methods, Learning Strategies, Game Based Learning
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Natalija, Budinski; Lavicza, Zsolt; Fenyvesi, Kristof; Milinkovic, Dragica – International Electronic Journal of Mathematics Education, 2020
In this paper, we present opportunities with the uses of origami and technology, in our case GeoGebra, in teaching formal geometric definitions for fifth-grade primary school students (11-12yrs). Applying origami in mathematical lessons is becoming to be recognized as a valuable tool for improving students' mathematical knowledge. In previous…
Descriptors: Grade 5, Elementary School Students, Elementary School Mathematics, Geometry
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Akpokiere, Roseline; Oyelekan, Oloyede Solomon; Olorundare, Adekunle Solomon – International Journal of Virtual and Personal Learning Environments, 2020
The low achievement of chemistry students in Nigerian Colleges of Education has been attributed to a number of factors including a lack of indigenous computer software for enhancing course teaching. This study therefore sought to develop and validate an instructional computer package on organic chemistry for Colleges of Education in Nigeria. The…
Descriptors: Science Achievement, Computer Software, Organic Chemistry, Foreign Countries
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McFaul, Hugh; FitzGerald, Elizabeth – British Journal of Educational Technology, 2020
This paper provides a realist evaluation of the Open Justice virtual reality (VR) smartphone app, designed to develop presentation skills for students on an undergraduate legal education module. This work addresses two research questions: what proportion of students engaged with the Open Justice app, and what worked for whom in what circumstances…
Descriptors: Undergraduate Students, Legal Education (Professions), Computer Simulation, Computer Software
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Tan, Elaine; Small, Adrian; Lewis, Paul – Research in Learning Technology, 2020
This article analyses the pilot of an anonymous question and answer mobile application with a large cohort of undergraduate students (460) enrolled on an Operations Strategy Management module. The mobile application allowed students to pose anonymous questions to both peers and staff, create replies and vote on questions posted by other users. The…
Descriptors: Confidentiality, Learner Engagement, Peer Relationship, Large Group Instruction
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Abu-Ayfah, Zahra A. – English Language Teaching, 2020
The rapid growth of mobile device technology and the emergence of new mobile device applications such as Telegram have created new opportunities for EFL students. Accordingly, the current study investigated the EFL College students' perceptions of using Telegram for English language learning. The participants of the present study were 300 EFL…
Descriptors: Telecommunications, Handheld Devices, College Students, Student Attitudes
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Paxinou, Evgenia; Panagiotakopoulos, Christos T.; Karatrantou, Anthi; Kalles, Dimitrios; Sgourou, Argyro – Biochemistry and Molecular Biology Education, 2020
This study presents the integration of three different teaching scenarios, during biology laboratory lessons, with the overall aim of exploring the potential predominant effectiveness of teaching and improvement of students' learning, by the use of the three-dimensional virtual reality educational tool Onlabs, versus more traditional didactic…
Descriptors: Biology, Science Instruction, Computer Simulation, Instructional Effectiveness
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Westera, Wim; Prada, Rui; Mascarenhas, Samuel; Santos, Pedro A.; Dias, João; Guimarães, Manuel; Georgiadis, Konstantinos; Nyamsuren, Enkhbold; Bahreini, Kiavash; Yumak, Zerrin; Christyowidiasmoro, Chris; Dascalu, Mihai; Gutu-Robu, Gabriel; Ruseti, Stefan – Education and Information Technologies, 2020
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game…
Descriptors: Artificial Intelligence, Educational Games, Educational Technology, Computer Software
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Bozzo, G. – Physics Teacher, 2020
As soon as children can see, they observe that objects fall freely. From a young age, we spontaneously construct interpretative models to understand this everyday phenomenon. Over the last three decades, numerous experiments have been developed to help students understand physics concepts regarding free fall. Although there are many…
Descriptors: Secondary School Science, Science Instruction, Physics, Teaching Methods
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Flores-Bascuñana, Míriam; Diago, Pascual D.; Villena-Taranilla, Rafael; Yáñez, Dionisio F. – Education Sciences, 2020
Nowadays, Augmented Reality (AR) is one of the emerging technologies with a greater impact in the Education field. Research has proved that AR-based activities improve the teaching and learning processes. Also, the use of this type of technology in classroom facilitates the understanding of contents from different areas as Arts, Mathematics or…
Descriptors: Grade 6, Elementary School Students, Educational Technology, Technology Uses in Education
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Frisby, Brandi N.; Kaufmann, Renee; Vallade, Jessalyn I.; Frey, T. Kody; Martin, Joe C. – Basic Communication Course Annual, 2020
Basic communication courses (BCCs) are evolving, and technology is a driver of this change. Guided by self-efficacy theory, this study examined the use of virtual reality speaking rehearsals as one technology that instructors can adopt to enhance students' public speaking efficacy. Students (N = 32) in this study practiced their final informative…
Descriptors: Introductory Courses, Handheld Devices, Computer Software, Simulated Environment
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Uluay, Gulsah; Dogan, Alev – Journal of Education in Science, Environment and Health, 2020
The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. In accordance with this purpose, key factors towards using digital games in classroom are also observed. Convergent parallel design that is a type of mix method…
Descriptors: Preservice Teachers, Science Teachers, Teaching Methods, Electronic Learning
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Neidigh, Robert O.; Langella, Ian M. – Journal of Education for Business, 2020
The fictitious online retailer "Elbe" faces a deterministic demand for products over a geographic area and fulfills this demand using supply nodes and fulfillment centers. Experiential learning using provided solver and ILOG models (available upon request from the authors) for this supply chain allows students to experiment with…
Descriptors: Supply and Demand, Internet, Retailing, Mathematical Applications
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Hershcovits, Haviv; Vilenchik, Dan; Gal, Kobi – IEEE Transactions on Learning Technologies, 2020
This paper studies students engagement in e-learning environments in which students work independently and solve problems without external supervision. We propose a new method to infer engagement patterns of users in such self-directed environments. We view engagement as a continuous process in time, measured along chosen axes that are derived…
Descriptors: Electronic Learning, Problem Solving, Independent Study, Factor Analysis
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Suárez-Gómez, Andrés-David; Pérez-Holguín, Wilson Javier – Journal of Technology and Science Education, 2020
Educational robotics has become one of the most effective methods to teach STEM concepts in a practical and didactic way at all educational level. In this context, the LEGO Mindstorms robotic platforms have been widely used due to their versatility ease of use and modularity. Despite this, most of the papers focus on K-12 and undergraduate levels,…
Descriptors: Visualization, Teaching Methods, Educational Experience, Mathematics Instruction
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