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Zulnaidi, Hutkemri; Oktavika, Enny; Hidayat, Riyan – Education and Information Technologies, 2020
A quasi-experiment was conducted to determine the effects of using the software GeoGebra as teaching aid on the achievement of Form Two students. The experimental study was conducted on 80 Form Two students, 40 of whom comprised the treatment group and 40 formed the control group. Data were analysed using the software ANATES 4 and SPSS 24.0.…
Descriptors: Computer Software, Educational Technology, Technology Uses in Education, Teaching Methods
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Pellas, Nikolaos; Vosinakis, Spyridon – Education and Information Technologies, 2018
Computer games are quickly gaining momentum by enabling new approaches to teaching and learning experience for programming courses in K-12 curriculum. However, it remains unclear if the game interface and elements created by using three-dimensional (3D) virtual worlds combined with visual programming languages or a visual programming environment…
Descriptors: Computer Games, Educational Technology, Technology Uses in Education, Problem Based Learning
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Laakso, Mikko-Jussi; Kaila, Erkki; Rajala, Teemu – Education and Information Technologies, 2018
Automatically assessed exercises with immediate feedback can be a powerful tool for enhancing the effectiveness of education. In this article, we discuss the design and implementation of a collaborative learning tool called ViLLE. The design is based on experiences gathered from a previously developed and thoroughly researched visualization tool.…
Descriptors: Feedback (Response), Cooperative Learning, Visualization, Design
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Moli, Lemuel; Delserieys, Alice Pedregosa; Impedovo, Maria Antonietta; Castera, Jeremy – Education and Information Technologies, 2017
This paper presents a study on discovery learning of scientific concepts with the support of computer simulation. In particular, the paper will focus on the effect of the levels of guidance on students with a low degree of experience in informatics and educational technology. The first stage of this study was to identify the common misconceptions…
Descriptors: Computer Simulation, High School Students, Discovery Learning, Scientific Concepts
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Tsai, Chia-Hui; Cheng, Ching-Hsue; Yeh, Duen-Yian; Lin, Shih-Yun – Education and Information Technologies, 2017
This study applied a quasi-experimental design to investigate the influence and predictive power of learner motivation for achievement, employing a mobile game-based English learning approach. A system called the Happy English Learning System, integrating learning material into a game-based context, was constructed and installed on mobile devices…
Descriptors: Learning Motivation, Case Studies, English (Second Language), Second Language Learning
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Badri, Masood; Al Rashedi, Asma; Yang, Guang; Mohaidat, Jihad; Al Hammadi, Arif – Education and Information Technologies, 2016
Offering an online integrated high-school course or subject for the first time involves many challenges. Better understanding the factors that affect students' willingness to participate in the experience could provide support for better implementation of such a strategic initiative. In addition, it is important to understand how personal factors…
Descriptors: Intention, Electronic Learning, Structural Equation Models, High School Students