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Christos Papakostas – Teaching Theology & Religion, 2024
This paper discusses the potential of DGBL to facilitate transformation in the context of religious education, arguing for the fact that it is immersive, interactive, and experiential. The paper outlines how this could substantially provide a more engaging learning environment for students, develop critical thinking, and ensure effective learning…
Descriptors: Educational Technology, Game Based Learning, Religious Education, Learner Engagement
Aidan Doyle; Pragnya Sridhar; Arav Agarwal; Jaromir Savelka; Majd Sakr – Journal of Computer Assisted Learning, 2025
Background: In computing education, educators are constantly faced with the challenge of developing new curricula, including learning objectives (LOs), while ensuring that existing courses remain relevant. Large language models (LLMs) were shown to successfully generate a wide spectrum of natural language artefacts in computing education.…
Descriptors: Computer Science Education, Artificial Intelligence, Learning Objectives, Curriculum Development
David A. Birch; Elisa Beth McNeill; Marlene Tappe; Valerie A. Ubbes – Journal of School Health, 2025
Background: Since the 1990s, national standards have been developed in K-12 subject areas. National standards in health education were first released in 1995 with a second set released in 2007. A third edition, the "National Health Education Standards: Model Guidance for Curriculum" and Instruction was developed in 2022 under the…
Descriptors: National Standards, Health Education, Feedback (Response), Kindergarten
Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
Marwa Eltanahy; Nasser Mansour – Innovations in Education and Teaching International, 2025
The increasing emphasis on a competency-based learning approach in entrepreneurial-STEM (E-STEM) necessitates competency-based assessment tools to track students' entrepreneurial development and enhance the quality of E-STEM projects. This study aims to create a valid analytical rubric for assessing students' E-STEM competencies. Using a…
Descriptors: Scoring Rubrics, Student Evaluation, Competence, Entrepreneurship
Joan S. York – Journal of Extension, 2024
This article explores the application of instructional design principles to enhance Extension e-learning programs. The growth of e-learning has led to its incorporation into many organizations, including extension programs, offering opportunities for expanded access to educational content. However, e-learning presents unique challenges, such as…
Descriptors: Electronic Learning, Instructional Design, Extension Education, Barriers
Sean Newhart – William & Mary Educational Review, 2018
Integration of learning (IOL) has been defined as an essential learning outcome in higher education. The IOL model describes the process of learning through three types of integration: connection, application, and synthesis. This manuscript applies the IOL model to counselor education in order to examine how counselor education programs implement…
Descriptors: Counselor Training, Higher Education, Learning Objectives, Learning Processes