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Bargagna, S.; Castro, E.; Cecchi, F.; Cioni, G.; Dario, P.; Dell'Omo, M.; Di Lieto, M. C.; Inguaggiato, E.; Martinelli, A.; Pecini, C.; Sgandurra, G. – Technology, Knowledge and Learning, 2019
Educational robotics (ER) uses robotic kits as a channel for education and collaborative learning in a play setting. Thanks to adaptability of robots, ER could facilitate inclusion of special-needs children, such as children with Down syndrome (DS), in learning programs. In a previous study, we provided evidence that ER could promote superior…
Descriptors: Robotics, Down Syndrome, Cooperative Learning, Play
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Khlaisang, Jintavee; Songkram, Noawanit – Technology, Knowledge and Learning, 2019
The proliferation of digital media now allows for learning to take place anywhere and anytime. The use of mobile devices and 3D virtual classrooms provides an integrated environment for effective learning. This study aims to examine the necessary factors for developing an effective virtual learning environment (VLE) system and to examine the…
Descriptors: Computer Simulation, Teaching Methods, Instructional Effectiveness, Cooperation
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Li, Yaoran; Garza, Veronica; Keicher, Anne; Popov, Vitaliy – Technology, Knowledge and Learning, 2019
The current study aims to explore predictors that independently contribute to high school teacher use of technology in general and for different teaching purposes (student-centered and traditional). High school teachers (N = 928) responded to a survey that consisted of measures in several categories: (1) teachers' background variables, (2)…
Descriptors: Predictor Variables, High School Teachers, Technology Uses in Education, Teacher Attitudes
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Subramaniam, Suwarna Rani; Muniandy, Balakrishnan – Technology, Knowledge and Learning, 2019
This study investigated the effect of flipped classroom on computer science students' engagement level among pre-university students. Computer science students were observed to be less engaged during the lecture of information system topic. Students fail to answer questions which need them to apply information system concepts into the real world…
Descriptors: Blended Learning, Learner Engagement, Computer Science Education, Lecture Method
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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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Moos, Daniel C.; Bonde, Caitlin – Technology, Knowledge and Learning, 2016
This study examined the effectiveness of embedding self-regulated learning (SRL) prompts in a video designed for the flipped class model. The sample included 32 undergraduate participants who were randomly assigned to one of two conditions: control (video) or experimental (video + SRL prompts). Prior knowledge was measured with a pre-test, SRL was…
Descriptors: Video Technology, Cues, Learning Strategies, Instructional Effectiveness
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Law, Victor; Ge, Xun; Eseryel, Deniz – Technology, Knowledge and Learning, 2016
Self-regulation has been shown as a critical factor in learning in a regular classroom environment (e.g. Wolters and Pintrich in "Instr Sci" 26(1):27-47, 1998. doi: 10.1023/A:1003035929216). However, little research has been conducted to understand self-regulation in the context of collaboration (Dinsmore et al. in "Educ Psychol…
Descriptors: Self Control, Cooperative Learning, College Students, Student Surveys
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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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Mattis, Kristina V. – Technology, Knowledge and Learning, 2015
Flipped classrooms are an instructional technology trend mostly incorporated in higher education settings, with growing prominence in high school and middle school (Tucker in Leveraging the power of technology to create student-centered classrooms. Corwin, Thousand Oaks, 2012). Flipped classrooms are meant to effectively combine traditional and…
Descriptors: Blended Learning, Educational Technology, Conventional Instruction, Interactive Video
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Bailey, Matthew; Ifenthaler, Dirk; Gosper, Maree; Kretzschmar, Mandy; Ware, Cheryl – Technology, Knowledge and Learning, 2015
Despite the expansion of online and blended learning, as well as open education, until relatively recently little research has been undertaken on what motivates students to enrol in particular study modes at university level. This project contributes to recent scholarship in the field by exploring the reasons why humanities students choose to…
Descriptors: Performance Factors, Preferences, Intermode Differences, Delivery Systems
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Liu, Shiyu – Technology, Knowledge and Learning, 2015
This research investigates the role of virtual experiments and worked examples in the learning of the control of variable strategy (CVS). Sixty-nine seventh-grade students participated in this study over a span of 6 weeks and were engaged in worked example learning and/or virtual experimentation to study the knowledge and procedures associated…
Descriptors: Grade 7, Computer Simulation, Experiments, Research Methodology
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Culp, Katherine McMillan; Martin, Wendy; Clements, Margaret; Lewis Presser, Ashley – Technology, Knowledge and Learning, 2015
Rigorous studies of the impact of digital games on student learning remain relatively rare, as do studies of games as supports for learning difficult, core curricular concepts in the context of normal classroom practices. This study uses a blocked, cluster randomized controlled trial design to test the impact of a digital game, played as homework…
Descriptors: Middle School Students, Computer Games, Educational Games, Intervention
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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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Drijvers, Paul; Doorman, Michiel; Kirschner, Paul; Hoogveld, Bert; Boon, Peter – Technology, Knowledge and Learning, 2014
Online resources are widely used for educational purposes, such as the training of skills. For algebra education in particular, online resources are expected to contribute to skill mastery in an efficient and effective way. However, studies that underpin these claims through a randomized experiment are scarce. To experimentally investigate the…
Descriptors: Grade 8, Algebra, Mathematics Instruction, Teaching Methods