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Jennifer Newell-Caito; Edward Bernard – Journal of Chemical Education, 2024
Pedagogical research over the past decade has shown that chemistry courses have high failure rates and low accessibility. The implementation of novel active-learning approaches has great potential to offset these trends. Fundamental concepts that serve as "pinch points" are ripe targets for designing innovative, gamified course materials…
Descriptors: Game Based Learning, Educational Technology, Chemistry, Science Education
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Eric Kennedy – Journal of Instructional Pedagogies, 2024
This paper explores a pedagogical approach to marketing research -- an oft required and not desired course for marketing undergraduate students. Marketing research can become a mundane and not-exciting topic of marketing compared to it's siblings of consumer behavior, social media, advertising, and the like. However, incorporating the approach of…
Descriptors: Undergraduate Students, Business Education, Marketing, Research
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Evgenia Anagnostopoulou – Adults Learning Mathematics, 2024
Taking advantage of our digital era commodities, a plethora of game-based learning activities and educational game genres have been introduced into numerous academic disciplines. However, research has shown that regarding mathematics the variety seems limited; especially for higher level topics, e.g. calculus, there is a lack of immersive games…
Descriptors: Educational Games, Video Games, Game Based Learning, Role Playing
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Sebastian Schneider; Matthias Pilz – Prospects, 2024
India has one of the fastest-growing economies in the world, and the highest working-age population. The country has a particular demand for skilled labourers, especially at the semi-skilled level, in various sectors. However, many young people find it challenging to acquire the skills employers demand. To approach the issue of youth…
Descriptors: Foreign Countries, Labor Market, Supply and Demand, Employment Potential
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Erik Siggelkoe; Conor Walsh; Holly M. Golecki – Advances in Engineering Education, 2024
While participation in undergraduate research has many benefits for students including increased confidence and persistence in engineering, community college students do not have the same access to research as students at four-year institutions. To address this disparity, we developed a soft robotics-focused undergraduate research lab at a…
Descriptors: Community Colleges, Undergraduate Students, Student Research, Robotics
Mihaylo Milovanovitch; Stefano Lasagni, Contributor; Mirela Gavoci, Contributor – European Training Foundation, 2024
The European Training Foundation (ETF) collects comprehensive evidence on trends and developments in employment, education, and training in its partner countries. Each year, these efforts culminate in the publication of a cross-country monitoring report, which provides key insights drawn from the data collected. This publication is the 2024…
Descriptors: Foreign Countries, Employment Projections, Educational Trends, Educational Indicators
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Ewa Jurczyk-Romanowska – European Journal of Education (EJED), 2024
The paper presents conclusions from research into the opportunities to employ games in university education and it constitutes a description of a number of projects carried out at the Institute of Pedagogy at the University of Wroclaw. The project encompassed: (1) the use of location-based games in cultural education classes (Kulturalny Wroclaw…
Descriptors: Game Based Learning, College Students, Foreign Countries, Teaching Methods
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A. Asrizal; Rose Amnah; Aprina Maharani Zan; Hidayati Hidayati; Helma Helma; N. Annisa – International Journal of Education in Mathematics, Science and Technology, 2024
In the midst of the dynamics of globalization and the industrial revolution 4.0, the 21st century education is increasingly evident in equipping the younger generation with relevant and adaptive skills. These skills include critical thinking skills, creativity, collaboration, and effective communication. In an effort to improve the quality of…
Descriptors: STEM Education, Computer Simulation, Educational Innovation, Learning Processes
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Amy D. Spriggs; Sally B. Shepley; Mark D. Samudre; Hannah E. Keene; Kai O'Neill; Shealynn Hall – Career Development and Transition for Exceptional Individuals, 2025
This study evaluated the effects of behavior skills training (BST) as a means to acquire and generalize self-instruction behaviors using video activity schedules (VidAS) loaded on an iPod Touch for four U.S. high school students with intellectual disabilities. Behavior skills training procedures were implemented in two different vocational…
Descriptors: High School Students, Students with Disabilities, Intellectual Disability, Behavior Modification
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Xiao Hu – Discover Education, 2025
With the rise of international education in the Asia-Pacific, Chinese students have become a key demographic in Australian universities. However, cultural differences between China and Australia often challenge these students' adaptation. Drawing inspiration from the growing trend in the modern entertainment industry, researchers have explored…
Descriptors: Foreign Countries, Foreign Students, College Students, Game Based Learning
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Goodwill Phezulu Mbambo; Elizabeth C. du Plessis – Discover Education, 2025
The lack of digital skills among Technical Vocational Education and Training (TVET) college students is a challenge that negatively affects their academic performance, leading to the college's poor throughput rate. This study aimed to evaluate the digital skills and knowledge of TVET college students of Newcastle, South Africa, about their…
Descriptors: College Students, Academic Achievement, Foreign Countries, Technological Advancement
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Dabae Lee; Taekwon Son; Sheunghyun Yeo – Journal of Computer Assisted Learning, 2025
Background: Artificial Intelligence (AI) technologies offer unique capabilities for preservice teachers (PSTs) to engage in authentic and real-time interactions using natural language. However, the impact of AI technology on PSTs' responsive teaching skills remains uncertain. Objectives: The primary objective of this study is to examine whether…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, Preservice Teachers
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Abigail Goben; Megan Sapp Nelson; Shaurya Gaur – College & Research Libraries, 2025
The "Building Your Research Data Management Toolkit" was developed to provide introductory research data management skills training to liaisons in academic libraries. This paper assesses the participants' perceived change in knowledge, behaviors and attitudes as a result of participation in the RoadShow program. Long term changes in…
Descriptors: Academic Libraries, Data, Information Management, Data Analysis
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Jan Bamford; Elena Moschini – Higher Education Research and Development, 2025
This paper explores the use of a gamified digital intervention to build connected and relational spaces for students in higher education which reach beyond the places and spaces of the traditional learning environment. These informal learning spaces can be seen to facilitate the development of students' transferable skills. The project…
Descriptors: Gamification, Educational Technology, Technology Uses in Education, College Students
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Burçak Çagla Garipagaoglu; Berna Güloglu; Yelkin Diker Coskun – Research in Educational Administration & Leadership, 2025
This study combines project-based learning with mentorship. Utilizing a sustainable development project (i.e., SEED Bank Project), this study aims to achieve multiple goals. While it attempts to promote pre-service teacher education by assigning pre-service teachers as mentors to high school students, the study critically examines the impact of a…
Descriptors: Active Learning, Student Projects, Mentors, Sustainable Development
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