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Lau, Poh Nguk; Chan, Wen Loong; Li, Yuxuan – Journal of Chemical Education, 2022
As part of COVID-19 preparedness, a student-developed, Android-based app was used as a pre-laboratory learning aid for a molecular modeling laboratory in a first-year general chemistry course. A worksheet activity with trigger codes and questions related to spatial features of transition metal complexes was designed. Using the Transition Metal…
Descriptors: Visualization, Computer Oriented Programs, Organic Chemistry, Molecular Structure
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Guo, Chen; Shea, Peter; Chen, Xiangdong – Education and Information Technologies, 2022
Online discussions have become important educational activities through which collaborative learning and knowledge construction can be facilitated. This study explores the use of two online discussion tools, online discussion board and VoiceThread, for supporting online course discussion activities among a group of graduate students and…
Descriptors: Computer Mediated Communication, Group Discussion, Cooperative Learning, Computer Software
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Rubio-Hurtado, María-José; Fuertes-Alpiste, Marc; Martínez-Olmo, Francesc; Quintana, Jordi – Journal of New Approaches in Educational Research, 2022
Most young people spend time online every day in order to access social networks, where not only do they consume, but also produce content. The posting of content ends up reflecting a personal story in which young people recognize themselves. This posting practice requires competences that can be developed in digital literacy-related educational…
Descriptors: Computer Mediated Communication, Social Media, Story Telling, Motivation
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González-Lloret, Marta – Language Teaching Research, 2022
Developing pragmatic competence implies the learning of the norms and principles that affect the behavior of participants in a culture (i.e. sociopragmatics) and the ability to choose the language to realize those norms (i.e. pragmalinguistics). Learning to be pragmatically appropriate in the second language (L2) is not easy, and although it is…
Descriptors: Task Analysis, Pragmatics, Teaching Methods, Second Language Learning
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Amal-Palacian, Monica; Baeza, Miguel Angel; Claros-Mellado, Javier – International Journal for Technology in Mathematics Education, 2022
The aim of this research is to advance in the teaching-learning process of representing quadratic functions, both with pencil and paper and with a technological tool. For this purpose, a didactic experience is presented. Firstly, it is explained in the traditional way how to graph a quadratic function; secondly, students are introduced to the…
Descriptors: Computer Software, Computer Uses in Education, Educational Technology, Secondary School Students
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Hao, Qiang; Smith, David H., IV; Ding, Lu; Ko, Amy; Ottaway, Camille; Wilson, Jack; Arakawa, Kai H.; Turcan, Alistair; Poehlman, Timothy; Greer, Tyler – Computer Science Education, 2022
Background and Context: automated feedback for programming assignments has great potential in promoting just-in-time learning, but there has been little work investigating the design of feedback in this context. Objective: to investigate the impacts of different designs of automated feedback on student learning at a fine-grained level, and how…
Descriptors: Computer Science Education, Feedback (Response), Teaching Methods, Comparative Analysis
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Graeske, Caroline; Sjöberg, Sofia Aspling; Thunberg, Stina – International Education Studies, 2022
Several studies have shown that Swedish students' reading comprehension and ability to understand fiction are decreasing year by year. Numerous alarming reports point to the unsustainable situation concerning young people's reading engagement, but the ideas of how it can be remedied are few. This study aims to investigate and evaluate a didactic…
Descriptors: Secondary School Students, Fiction, Computer Simulation, Learner Engagement
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Koppitsch, Steven E.; Meyer, Jeffrey – Marketing Education Review, 2022
Instructor use of online gamification techniques using platforms such as Kahoot has been increasing in recent years. Prior research has found that the use of gamification can increase student engagement in a class and improve student performance on exams compared to traditional lectures and flipped classes. This paper examines the specific effect…
Descriptors: Learning Processes, Learner Engagement, Educational Games, Tests
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Milenkovic, Aleksandar; Takaci, Ðurdica; Božic, Radoslav – Interactive Learning Environments, 2022
In this paper the authors described the influence of the computer-based environment on students' learning achievement of the multidimensional calculus, in particular double integrals. The research was conducted with the second year students at the University of Kragujevac, Serbia, with two groups of students: the experimental and the control one.…
Descriptors: Computer Uses in Education, Computer Software, Mathematics Education, Calculus
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Chahal, Jyoti; Rani, Neha – Journal of Computing in Higher Education, 2022
The concept of e-learning has now become fundamental in student learning process. This concept becomes even more relevant in situations of global crisis such as that arising from COVID-19. Since this pandemic there have been tectonic shifts in the education sector. Effective implementation of e-learning in higher education depends on students'…
Descriptors: Foreign Countries, Electronic Learning, COVID-19, Pandemics
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Denson, Cameron D.; Jones, Tamecia R. – Engineering Design Graphics Journal, 2022
Formal learning environments have struggled to introduce STEM content and STEM careers to students from underrepresented populations. This problem is exacerbated when dealing with students who live in rural areas where access to quality materials and instruction is limited. The eMentorship project is an innovative approach to mentoring that…
Descriptors: Disproportionate Representation, Computer Graphics, Computer Simulation, Skill Development
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Tsai, Cheng-Ting; Wu, Ja-Ling; Lin, Yu-Tzu; Yeh, Martin K.-C. – Educational Technology & Society, 2022
With the rapid increase of online learning and online degree programs, the need for a secure and fair scoring mechanisms in online learning becomes urgent. In this research, a secure scoring mechanism was designed and developed based on blockchain technology to build transparent and fair interactions among students and teachers. The proposed…
Descriptors: Electronic Learning, Online Courses, Computer Security, Scoring
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Kim, So Yeon; Rispoli, Mandy; Mason, Rose A.; Lory, Catharine; Gregori, Emily; Roberts, Carly A.; Whitford, Denise; David, Marie – Remedial and Special Education, 2022
Technology has been widely used to teach reading skills to students with autism spectrum disorder (ASD), but the quality of research backing up this practice has not yet been fully investigated. The purpose of this review was to examine the quality of research on technology-aided reading interventions for students with ASD and summarize study…
Descriptors: Autism Spectrum Disorders, Intervention, Reading Instruction, Reading Research
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Mills, Kathy A.; Scholes, Laura; Brown, Alinta – Written Communication, 2022
Immersive virtual reality (VR) technology is becoming widespread in education, yet research of VR technologies for students' multimodal communication is an emerging area of research in writing and literacies scholarship. Likewise, the significance of new ways of embodied meaning making in VR environments is undertheorized--a gap that requires…
Descriptors: Computer Simulation, Technology Uses in Education, Elementary School Students, Computer Mediated Communication
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Altunay, Furkan – International Journal of Education and Literacy Studies, 2022
The COVID-19 pandemic has affected the whole world, has caused serious problems in many areas. Undoubtedly, one of the most important of these areas is education. Education-teaching processes were continued remotely during the pandemic period, which caused the closure of schools almost all over the world. In this study, it is aimed to examine the…
Descriptors: COVID-19, Pandemics, Social Studies, Teacher Attitudes
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