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Hanghøj, Thorkild; Lieberoth, Andreas; Misfeldt, Morten – British Journal of Educational Technology, 2018
Can the challenges encountered in cooperative video games encourage classroom inclusion? And can this experience be translated into curriculum engagement? This study describes a 3 week intervention with game-based learning activities in eight lower secondary classrooms (n = 190). The intervention combined the use of the co-op action role-playing…
Descriptors: Cooperative Learning, Secondary School Students, Role Playing, Educational Games
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Gambari, Amosa Isiaka; Yusuf, Mudasiru Olalere – Journal of Peer Learning, 2017
This study investigated the relative effectiveness of computer-supported cooperative learning strategies on the performance, attitudes, and retention of secondary school students in physics. A purposive sampling technique was used to select four senior secondary schools from Minna, Nigeria. The students were allocated to one of four groups:…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Educational Technology, Technology Uses in Education
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Franco-Camargo, Lubin Fernando; Camacho-Vásquez, Gonzalo – English Language Teaching, 2018
ICT role in education nowadays is not only important, but also effective; its advancement allows a vast opportunity to be explored by EFL teachers into the EFL classroom. This action-research study envisioned and carried out from our teaching practice basis with English language B1 level students at Weisheit institute. Observation and instruments…
Descriptors: Educational Technology, Technology Uses in Education, Collaborative Writing, Web Sites
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Froehlich, Dominik E. – Journal of New Approaches in Educational Research, 2018
We live in a world permeated by digital technologies. Still, however, this digitization is not always reflected in the learning environments of higher education institutions, which raises questions about the adequacy of the instructional outcomes. In this paper, I maintain that the concept of the inverted or flipped classroom may be a fruitful…
Descriptors: Educational Technology, Technology Uses in Education, Technological Literacy, Higher Education
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Konijn, W. S.; Essink, D. R.; de Cock Buning, T.; Zweekhorst, M. B. M. – Educational Media International, 2018
Even though the flipped classroom is an increasingly popular method in education, a literature search shows a gap in research on this method in higher education. This article describes an experiment with two central questions: (1) How do students and lecturers assess the effectiveness of the FC method? And (2) What are crucial design elements? To…
Descriptors: Video Technology, Educational Technology, Technology Uses in Education, Higher Education
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Bosch, Chantelle; Mentz, Elsa; Reitsma, Gerda Marie – International Journal of Mobile and Blended Learning, 2019
Extensive research has been done on the implementation of cooperative learning (CL) in a face-to-face classroom. However, only a few studies could be found on the implementation of CL in a blended learning environment. The implementation of CL in such an environment is a challenging goal for facilitators. It requires a commitment to change and the…
Descriptors: Cooperative Learning, Blended Learning, Educational Technology, Technology Uses in Education
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Zengin, Yilmaz; Tatar, Enver – Educational Technology & Society, 2017
The aim of this study was to evaluate the implementation of the cooperative learning model supported with dynamic mathematics software (DMS), that is a reflection of constructivist learning theory in the classroom environment, in the teaching of mathematics. For this purpose, a workshop was conducted with the volunteer teachers on the…
Descriptors: Computer Software, Mathematics Instruction, Cooperative Learning, Educational Technology
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Hamalainen, Raija – Technology, Pedagogy and Education, 2011
Designing collaborative three-dimensional learning games for vocational learning may be one way to respond to the needs of working life. The theoretical vantage points of collaborative learning for game development and the "design-based research" methodology are described; these have been used to support collaborative learning in the…
Descriptors: Cooperation, Vocational Education, Cooperative Learning, Educational Games
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Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
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Chen, Liwen; Chen, Tung-Liang; Chen, Nian-Shing – Australasian Journal of Educational Technology, 2015
Statistics has been recognised as one of the most anxiety-provoking subjects to learn in the higher education context. Educators have continuously endeavoured to find ways to integrate digital technologies and innovative pedagogies in the classroom to eliminate the fear of statistics. The purpose of this study is to systematically identify…
Descriptors: Statistics, Cooperative Learning, Homework, Blended Learning
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Lock, Jennifer V. – Technology, Pedagogy and Education, 2015
The purpose of the article is to examine how the paradigm shift in education and the availability of digital technologies have created new opportunities to move learning beyond the microcosm of the traditional face-to-face classroom and into the online global classroom. Students and educators are better positioned to work with other students and…
Descriptors: Global Approach, Curriculum Design, Online Courses, Electronic Learning
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Neuper, Walther A. – Acta Didactica Napocensia, 2017
This is a position paper in the field of Engineering Education, which is at the very beginning in Europe. It relates challenges in the new field to the emerging technology of (Computer) Theorem Proving (TP). Experience shows, that "teaching" abstract models, for instance the wave equation in mechanical engineering and in electrical…
Descriptors: Engineering Education, Technology Uses in Education, Educational Technology, Models
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Akbel, Burcu Avci – Journal of Education and Training Studies, 2018
Flipped learning is based on more effective use of the time spent with the instructor in the classroom. This study is aimed at identifying students' and instructors' opinions on the use of flipped learning model in cello education in Turkish music. This is the first study whereby flipped learning model has ever been used in Turkish Music education…
Descriptors: Foreign Countries, Musical Instruments, Homework, Video Technology
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Awada, Ghada M.; Faour, Kawthar H. – Teaching English with Technology, 2018
The present study investigated the effectiveness of the Glogster and cooperative learning as differentiation models of English as a second/foreign language (ESL/EFL) and Science projects. The study employed a mixed method study design whereby questionnaire and openended interview were incorporated to elicit the required data. Eighteen teachers…
Descriptors: Cooperative Learning, English (Second Language), Second Language Learning, Second Language Instruction
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Thibaut, Patricia; Curwood, Jen Scott; Carvalho, Lucila; Simpson, Alyson – Learning, Media and Technology, 2015
With the introduction of digital tools and online connectivity in primary schools, the shape of teaching and learning is shifting beyond the physical classroom. Drawing on the architecture of productive learning networks framework, we examine the affordances and limitations of an upper primary learning network and focus on how the digital and…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Teaching Methods
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