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Rustam Shadiev; Jiatian Yu – Computer Assisted Language Learning, 2024
We reviewed articles on computer-assisted language learning, focusing on intercultural education studies published in the last five years. We investigated the following aspects: (1) the theoretical foundation that the studies were based on, e.g., theory, hypothesis, model, or framework, (2) the technologies used by the participants, (3) the…
Descriptors: Multicultural Education, Computer Assisted Instruction, Teaching Methods, Second Language Learning
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M. Huerta-Gomez-Merodio; M. A. Fernández-Ruiz; M. V. Requena-Garcia-Cruz – European Journal of Education, 2024
Research on improving engineering skills in students advocates for high-quality teaching practices as well as the implementation of digitally enhanced management systems, such as e-Learning. Furthermore, COVID-19 led to several changes in education, such as switching drastically from face to face to emergency remote and later hybrid teaching. This…
Descriptors: Electronic Learning, Blended Learning, Engineering Education, Skill Development
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Eliza Rossiter; T. J. Thomson; Rachel Fitzgerald – Interactive Technology and Smart Education, 2024
Purpose: The purpose of this study is to evaluate the use and effectiveness of a bespoke mobile learning resource, Pocket Tutor. This resource responds to a number of teaching and learning challenges within the tertiary education context. These include those related to the number and type of learning activities that can be offered, class pacing,…
Descriptors: College Students, Electronic Learning, Handheld Devices, Technology Uses in Education
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Prateek Shekhar; Heydi Dominguez; Pramod Abichandani; Craig Iaboni – IEEE Transactions on Education, 2024
Purpose: The presented study was conducted to unpack high school students' motivational influences in engineering/computer science project-based learning (PjBL), using the attention, relevance, confidence, and satisfaction (ARCS) model of motivation as a conceptual framework. Methods: A qualitative research approach was used with student focus…
Descriptors: High School Students, Student Projects, Student Motivation, Learning Motivation
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Jaroslaw Sadowski; Jacek Stefanski – IEEE Transactions on Education, 2024
Contribution: Two toolsets for the remote teaching of radio communication laboratory classes: 1) online simulators for individual work of students and 2) a remote access system to laboratory workstations for group work. Initial assumptions and method of implementation of both tools are presented. Background: The COVID-19 pandemic has forced a…
Descriptors: Blended Learning, Laboratories, Radio, Telecommunications
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Marivel Go; Rodolfo Golbin Jr.; Severina Velos; Johnry Dayupay; Wym Dionaldo; Feliciana Cababat; Miriam Bongo; Christos Troussas; Lanndon Ocampo – International Journal of Mathematical Education in Science and Technology, 2024
Technical skills related to basic mathematics in higher education have been a key foundation for further allied courses across primary programmes. While the traditional learning strategies appear to be inadequate to enhance the basic mathematics skills of university students, digital mathematical games pose the potential to improve such a set of…
Descriptors: Mathematics Skills, Educational Games, Class Activities, Computer Games
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Sasha Elbaz; Johanna Gruber; Kaotar Elberhoumi; Syeda Nayab Bukhari; Soham Rej; Harmehr Sekhon – Educational Gerontology, 2024
Older adults have become more dependent on using technologies to connect and communicate with others across the globe. This insight has since become more evident with the COVID-19 pandemic. While many older adults have increased their skills with these technologies, many more lack the necessary knowledge and skillset to effectively benefit from…
Descriptors: Older Adults, Computer Mediated Communication, Technological Literacy, Program Effectiveness
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Sladana Mitrovic; Radoslav Božic; Ðurdica Takaci – Interactive Learning Environments, 2024
In this paper, we present the analysis of the students' achievements in learning calculus in a dynamic software environment during the COVID-19 crisis. Two groups of students, the experimental and the control one, were monitored. Blended learning was applied to the students in the experimental group, with the help of "Microsoft Teams"…
Descriptors: Blended Learning, Calculus, COVID-19, Pandemics
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Sahin Idil; Orkun Kocak – Journal of Education in Science, Environment and Health, 2024
Climate change and its effects are impacting our world more and more with each passing day. For this reason, we must ensure that our children, as the society of the future, grow up as individuals with high environmental awareness, being aware of climate change and its effects. The aim of this study is to inform students about the subject of…
Descriptors: Elementary School Students, Climate, Educational Games, Computer Games
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Ümmühan Avci; Feyza Akgül – Journal of Educational Technology and Online Learning, 2024
Digital transformation encompasses all the principles of people, working methods, and technology that support organizations in achieving their goals with the possibilities provided by the constantly developing information technologies that are in almost every aspect of our lives. Today, the impact of digital transformation is visible in every…
Descriptors: Computer Simulation, Technology Uses in Education, Man Machine Systems, Interaction
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Ruofei Zhang; Di Zou; Gary Cheng – Education and Information Technologies, 2024
Research on technology-enhanced language learning (TELL) has been rapidly growing since 2000, of which the attention is mostly on the statistically significant positive results. However, learning from TELL with null and negative results (NNR), especially its features and reasons, can develop knowledge and awareness of the nature and limitations of…
Descriptors: Computer Assisted Instruction, Technology Uses in Education, Second Language Learning, Social Theories
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Avalon S. Moore; Brian A. Zaboski – Contemporary School Psychology, 2024
COVID-19 has imposed physical, mental, and emotional isolation contributing to adverse mental health outcomes in children and adolescents. For school children struggling with trauma, the pandemic has both exacerbated existing symptoms and served as a source for trauma. Due to the increase in psychological distress, there has never been a higher…
Descriptors: Trauma Informed Approach, COVID-19, Pandemics, Intervention
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Joel Manuel Prieto-Andreu; Antonio Labisa-Palmeira – Journal of Technology and Science Education, 2024
GPT-3 is a neuronal language model that performs tasks such as classification, question-answering and text summarization. Although chatbots like BlenderBot-3 work well in a conversational sense, and GPT-3 can assist experts in evaluating questions, they are quantifiably worse than real teachers in several pedagogical dimensions. We present the…
Descriptors: Teaching Methods, Artificial Intelligence, Computer Software, Questioning Techniques
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Bayan Masarwa; Hagit Hel-Or; Sharona T. Levy – Journal of Research in Childhood Education, 2024
Computational thinking (CT) activities are increasingly being integrated into early childhood schools. We focus on studying children's learning using an "unplugged" (non-computational) learning unit that considers a teacher's knowledge and classroom space and affords seamless adaptation into the classroom given the objects used in the…
Descriptors: Kindergarten, Computation, Thinking Skills, Educational Games
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Chrisostomos Drogaris; Alexander Butyaev; Elena Nazarova; Roman Sarrazin-Gendron; Harsh Patel; Akash Singh; Brenden Kadota; Jérôme Waldispühl – Biochemistry and Molecular Biology Education, 2024
In the last decade, video games became a common vehicle for citizen science initiatives in life science, allowing participants to contribute to real scientific data analysis while learning about it. Since 2010, our scientific discovery game (SDG) Phylo enlists participants in comparative genomic data analysis. It is frequently used as a learning…
Descriptors: Science Instruction, Citizen Participation, Genetics, Educational Games
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