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Tawfik, Andrew A.; Graesser, Arthur; Love, Jenee – Technology, Knowledge and Learning, 2020
Researchers suggest that solving ill-structured problems using project-based learning approaches is one way to engender STEM learning outcomes. However, project based learning poses unique challenges in practice, including the translation of technical information, design of scenarios, facilitation of instruction, and management of student…
Descriptors: Active Learning, Student Projects, STEM Education, Computer Uses in Education
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Ronsivalle, G. B.; Boldi, A.; Gusella, V.; Inama, C.; Carta, S. – Technology, Knowledge and Learning, 2019
Nowadays, children and teenagers use technology products in an increasingly passive way. As simple consumers they cannot benefit from the opportunities of designing technology, which has a learning value. Educational Robotics (ER) programs are particularly effective in delivering contents of difficult disciplines: they can re-establish a balance…
Descriptors: Guidelines, Instructional Design, Robotics, Information Technology
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Catlin, Dave; Blamires, Mike – Technology, Knowledge and Learning, 2019
In 1969, Seymour Papert invented the first educational robot called a Turtle. It was an addition to the computer language Logo, which he'd designed in 1965 specifically for educating children. Papert did not simply invent some technology, he offered a revolutionary way of educating children. He gave teachers practical tools to realise…
Descriptors: Robotics, Special Needs Students, Teaching Methods, Educational Benefits
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Nouri, Jalal – Technology, Knowledge and Learning, 2019
Information and communication technologies have increasingly been integrated in our everyday lives, and as many would say changed how we acquire knowledge and how we learn. It is against such a background this paper will describe how higher education students engage with technology during self-studies and how they in particular utilize different…
Descriptors: Multiple Literacies, Higher Education, Information Technology, Semiotics
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Seufert, Sabine; Meier, Christoph; Soellner, Matthias; Rietsche, Roman – Technology, Knowledge and Learning, 2019
The increasing prevalence of learner-centred forms of learning as well as an increase in the number of learners actively participating on a wide range of digital platforms and devices give rise to an ever-increasing stream of learning data. Learning analytics (LA) can enable learners, teachers, and their institutions to better understand and…
Descriptors: Incidence, Student Centered Learning, Data Analysis, Prediction
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Olsson, Jan; Granberg, Carina – Technology, Knowledge and Learning, 2019
The present study contributes to knowledge about how to design tasks that benefit from dynamic software in math education, comparing practice performance and learning outcomes among 129 students practicing on two different task designs using GeoGebra. The task designs differed with respect to the presence or absence of guidelines on how to solve…
Descriptors: Mathematics Education, Mathematics Instruction, Instructional Design, Computer Software
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Dobozy, Eva – Technology, Knowledge and Learning, 2017
An ongoing challenge in higher education is the support of educators in their development of effective pedagogies. The field of educational research and practice referred to as Learning Design may be able to help educators with no or limited pedagogical training deliver highly interactive and contemporary teaching and learning offerings. The…
Descriptors: Instructional Design, Interdisciplinary Approach, Models, Higher Education
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Nelson, Brian C.; Bowman, Cassie; Bowman, Judd – Technology, Knowledge and Learning, 2017
Ask Dr. Discovery is an NSF-funded study addressing the need for ongoing, large-scale museum evaluation while investigating new ways to encourage museum visitors to engage deeply with museum content. To realize these aims, we are developing and implementing a mobile app with two parts: (1) a front-end virtual scientist called Dr. Discovery (Dr. D)…
Descriptors: Museums, Program Evaluation, Computer Oriented Programs, Handheld Devices
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Liu, Min; Kang, Jina; Zou, Wenting; Lee, Hyeyeon; Pan, Zilong; Corliss, Stephanie – Technology, Knowledge and Learning, 2017
There is much enthusiasm in higher education about the benefits of adaptive learning and using big data to investigate learning processes to make data-informed educational decisions. The benefits of adaptive learning to achieve personalized learning are obvious. Yet, there lacks evidence-based research to understand how data such as user behavior…
Descriptors: College Freshmen, Pharmaceutical Education, Individualized Instruction, Data
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Schroeder, Noah L. – Technology, Knowledge and Learning, 2016
Teachers are often tasked with changing their students' conceptions about scientific topics. One strategy that has been found effective for conceptual change is the use of refutation text. However, reviewing the literature revealed that many practical questions around the use refutation text have not been adequately addressed. A secondary issue is…
Descriptors: Science Education, Science Instruction, Scientific Concepts, Instructional Design
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Denham, André R. – Technology, Knowledge and Learning, 2016
Designing and developing games for learning is a difficult endeavor. Educational game designers must not only make an engaging and motivating game, but must also ensure that learning takes place as a result of gameplay. Educational researchers have sought to define design principles in order to lessen the difficulty involved with game design. In…
Descriptors: Educational Games, Play, Learning Activities, Educational Researchers
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Nelson, Brian C.; Kim, Younsu; Slack, Kent – Technology, Knowledge and Learning, 2016
Education policy in the United States centers K-12 assessment efforts primarily on standardized tests. However, such tests may not provide an accurate and reliable representation of what students understand about the complexity of science. Research indicates that students tend to pass science tests, even if they do not understand the concepts…
Descriptors: Science Education, Immersion Programs, Simulated Environment, Science Tests
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Trujillo, Karen; Chamberlin, Barbara; Wiburg, Karin; Armstrong, Amanda – Technology, Knowledge and Learning, 2016
This article captures the evolution of research goals and methodologies used to assess the effectiveness and impact of a set of mathematical educational games and animations for middle-school aged students. The researchers initially proposed using a mixed model research design of formative and summative measures, such as user-testing,…
Descriptors: Educational Games, Evaluation Methods, Instructional Effectiveness, Mathematics Instruction
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Frick, Theodore; Dagli, Cesur – Technology, Knowledge and Learning, 2016
We illustrate a very recent research study that demonstrates the value of Massive Open Online Courses (MOOCs) as vehicles for research. We describe the development of the Indiana University Plagiarism Tutorials and Tests (IPTAT). Our new design has been guided by "First Principles of Instruction": authentic problems, activation,…
Descriptors: Online Courses, College Students, Plagiarism, Tutorial Programs
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Zervas, Panagiotis; Sergis, Stylianos; Sampson, Demetrios G.; Fyskilis, Stefanos – Technology, Knowledge and Learning, 2015
Remote and virtual labs (RVLs) are widely used by science education teachers in their daily teaching practice. This has led to a plethora of RVLs that are offered with or without cost. In order to organise them and facilitate their search and findability, several RVL web-based repositories have been operated. As a result, a key open challenge is…
Descriptors: Science Teachers, Science Laboratories, Virtual Classrooms, Computer Simulation
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