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Febri Yanti; Lufri Lufri; Yuni Ahda – Open Education Studies, 2025
Augmented reality (AR) became increasingly popular in education worldwide as a useful tool for improving student engagement, teamwork, and problem-solving abilities to enhance students' skills in Education 4.0 (E4.0). This research aimed to analyze and highlight several research publications that examined the use of AR to improve the skills of…
Descriptors: Computer Simulation, High School Seniors, Skill Development, Technology Uses in Education
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K. G. Srinivasa; Aman Singh; Kshitij Kumar Singh Chauhan – IEEE Transactions on Education, 2024
Contribution: This article investigates the impact of gamified learning on high school students (grades 9-12) in computer science, emphasizing learner engagement, knowledge improvement, and overall satisfaction. It contributes insights into the effectiveness of gamification in enhancing educational outcomes. Background: Gamification in education…
Descriptors: High School Students, Gamification, Computer Science Education, Critical Thinking
Ziyi Zhang – ProQuest LLC, 2023
As artificial intelligence (AI) plays a more prominent role in our everyday lives, it becomes increasingly important to introduce basic AI concepts to K-12 students. Currently, most K-12 AI research focuses on introducing fundamental AI concepts using pure virtual platforms like webpages or software. However, robots, as helpful and popular tools…
Descriptors: Artificial Intelligence, Elementary Secondary Education, Educational Technology, Robotics
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Nonkanyiso Pamella Shabalala – Research in Social Sciences and Technology, 2024
The integration of Artificial Intelligence (AI) into Open Distance eLearning (ODeL) represents a significant evolution in STEM education, offering transformative benefits in teaching, learning and administrative processes. This conceptual paper explores how AI-driven platforms are revolutionising ODeL by providing personalised learning…
Descriptors: STEM Education, Distance Education, Artificial Intelligence, Educational Technology
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Campo, Marcelo; Amandi, Analia; Biset, Julio Cesar – Education and Information Technologies, 2021
Moodle represents a great contribution to the educational world since it provides an evolving platform for Virtual Learning Management Systems (VLMS) that became a standard de facto for most of the educational institutions around the world. Through the pedagogical functions provided, it collects in the many globally spread out databases a huge…
Descriptors: Computer Software, Computer Simulation, Integrated Learning Systems, Teaching Methods
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Nye, Benjamin D.; Davis, Dan M.; Rizvi, Sanad Z.; Carr, Kayla; Swartout, William; Thacker, Raj; Shaw, Kenneth – Journal of Research on Technology in Education, 2021
One-on-one mentoring is effective for helping novices with career development. However, traditional mentoring scales poorly. To address this problem, MentorPal emulates conversations with a panel of virtual mentors based on recordings of real STEM professionals. Students freely ask questions as they might in a career fair, while machine learning…
Descriptors: Mentors, Career Exploration, Science Careers, Computer Simulation
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Çelik, Ferdi; Yangin Ersanli, Ceylan – Smart Learning Environments, 2022
The advancement of technology has provided new avenues for English language teachers to assist students in improving their language learning processes. Augmented reality is an emerging technology that can implement virtual objects into the physical learning environment. This quantitative study aimed to determine the impact of employing augmented…
Descriptors: Content and Language Integrated Learning, Teaching Methods, English (Second Language), Second Language Learning
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Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2016
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2016: World Conference on E-Learning" took place in…
Descriptors: Educational Technology, Technology Uses in Education, Online Courses, Electronic Publishing
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Barnes, Tiffany, Ed.; Chi, Min, Ed.; Feng, Mingyu, Ed. – International Educational Data Mining Society, 2016
The 9th International Conference on Educational Data Mining (EDM 2016) is held under the auspices of the International Educational Data Mining Society at the Sheraton Raleigh Hotel, in downtown Raleigh, North Carolina, in the USA. The conference, held June 29-July 2, 2016, follows the eight previous editions (Madrid 2015, London 2014, Memphis…
Descriptors: Data Analysis, Evidence Based Practice, Inquiry, Science Instruction
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DeKanter, Nick – TechTrends: Linking Research & Practice to Improve Learning, 2005
The new definition of interactivity has as its focal point the skills of people, not the capabilities of the technology. The goal is to enhance the interaction between people and the learning that can only occur among curious and motivated individuals working together. The social nature of people, the increasing capabilities of technology and the…
Descriptors: Computer Simulation, Computer Uses in Education, Artificial Intelligence, Computer Assisted Instruction
Gibson, David; Aldrich, Clark; Prensky, Marc – Information Science Publishing, 2007
Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and…
Descriptors: Electronic Learning, Educational Games, Computers, Computer Simulation