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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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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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Tawfik, Andrew A.; Sánchez, Lenny; Saparova, Dinara – Technology, Knowledge and Learning, 2014
Various domains require practitioners to encounter and resolve ill-structured problems using collaborative problem-solving. As such, problem-solving is an essential skill that educators must emphasize to prepare learners for practice. One potential way to support problem-solving is through further investigation of instructional design methods that…
Descriptors: Problem Solving, Online Courses, Electronic Learning, Instructional Design
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Yerushalmy, Michal; Naftaliev, Elena – Technology, Knowledge and Learning, 2011
In an attempt to study the emerging questions about design of mathematical tasks that could support the solving of challenging problems, we designed two settings of interactive diagrams that share an example represented as an animation of multi-process motion but differ in their organizational functions. The interactive settings, each comprising…
Descriptors: Computer Assisted Instruction, Cognitive Processes, Mathematics Instruction, Problem Solving