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Jesennia Cárdenas-Cobo; Cristian Vidal-Silva; Lisett Arévalo; Magali Torres – Education and Information Technologies, 2024
The information society is part of current life, and algorithmic thinking and programming are relevant for everybody regardless of educational background. Today's world needs professionals with computing competencies from WEIRD (Western, Educated, Industrialized, Rich, and Democratic Societies) and non-WEIRD contexts. Traditional programming…
Descriptors: Programming, Skill Development, Competence, Artificial Intelligence
Bilgic, Kiraz; Dogusoy, Berrin – Education and Information Technologies, 2023
The importance of developing computational thinking (CT) skills has created many practices and research. A significant amount of research exists in the literature on CT and its related skills, yet the rareness of research studies focusing on both quantitative and qualitative evaluations of students' CT skills in real school settings is remarkable.…
Descriptors: Secondary School Students, Computation, Thinking Skills, Programming
Romero Rodríguez, Laura – Education and Information Technologies, 2023
Society is continually evolving and the needs of current generations of students are changing, deriving from the ongoing digital evolution of the whole of society. Gamification tools are increasingly being implemented in education, since previous studies have demonstrated their usefulness to foster motivation, particularly in the case of…
Descriptors: Engineering Education, Educational Games, Gamification, Game Based Learning
Zhihui Zhang; Xiaomeng Huang – Education and Information Technologies, 2024
Blended learning combines online and traditional classroom instruction, aiming to optimize educational outcomes. Despite its potential, student engagement with online components remains a significant challenge. Gamification has emerged as a popular solution to bolster engagement, though its effectiveness is contested, with research yielding mixed…
Descriptors: Educational Games, Blended Learning, Learning Motivation, Language Proficiency
Graben, Katharina; Doering, Bettina K.; Barke, Antonia – Education and Information Technologies, 2022
In this study, we investigated whether the use of smartphone games while reading a text reduces learning performance or reading speed. We also examined whether this is affected by push notifications. Ninety-three students were randomly assigned to three learning conditions. In the gaming group (G), participants played a game app for 20 s at 2-min…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Reading Processes
Techaraungrong, Piyaporn; Suksakulchai, Surachai; Kaewprapan, Wacheerapan; Murphy, Elizabeth – Education and Information Technologies, 2017
The purpose of the study reported on in this paper was to design and test multimedia for deaf and hard of hearing (DHH) learners. The study focused on counting, addition and subtraction with grade one (age 7) DHH learners in Thailand. The multimedia created for the study was informed by design considerations for DHH learners of arithmetic and…
Descriptors: Foreign Countries, Deafness, Hearing Impairments, Elementary School Students