In this study, we evaluate the impact of online collaborative learning environments (OCLE) on the development of creative learning skills through a constructivism learning approach. OCLE is an online platform, which provides a convenient …
Tablet-based learning is increasingly popular in K–12 education worldwide. Acceptance of this learning method is crucial for its successful implementation in schools. Pertinent research indicated that males and females used technology differently …
Immersive technologies such as augmented reality and virtual reality have attracted a great deal of interest in educational research; they have the potential to enhance learning by providing interactive, realistic, and safe experiences without the …
verfasst von:
Francisco Javier Sandoval-Henríquez, Fabiola Sáez-Delgado, María Graciela Badilla-Quintana
Information literacy facilitates student learning and developing in the open education environment, while factors such as learning environment, technical support, and core competencies are critical to enhance the literacy. This study conducted a …
Simulation-based learning (SBL) has been trialed and embedded in many disciplines and professions over many years to practice complex skills before embarking on real-life applications. Much research has confirmed the benefits of SBL and found …
verfasst von:
Susan Ledger, Mailizar Mailizar, Sue Gregory, Miriam Tanti, David Gibson, Stacy Kruse
As school-based nutrition education interventions have become increasingly popular in recent years, they have proven effective in raising children awareness and responsibility toward good eating habits as well as improving their knowledge, skills …
Currently, the changing roles and responsibilities in instructional design are focused on emphasizing the learner's participatory and immersive learning experience on digital platforms as users. This has led to a shift in the term and job role …
Professionals and researchers in various areas in China have been interested in teachers’ digital competence (TDC) since the beginning of the twenty-first century, leading to many publications. Using the scientometric method, this research …
Due to the unexpected COVID-19 pandemic, video-based e-learning environments for programming education have disrupted traditional classroom teaching methods. The major drawbacks of these environments are that they never consider the individual …
The increase in the number of cases of cyberbullying and cybervictimisation among university students and the scarce amount of research on the subject justify the need to analyse its relationship with psychological and social variables to prevent …
As technology continues to enhance opportunities for computer-supported collaborative learning interactions on a global scale, it has become increasingly important to create environments that foster the socio-emotional aspects of group work.
Artificial intelligence (AI) literacy is a global strategic objective in education. However, little is known about how AI should be taught. In this paper, 46 studies in academic conferences and journals are reviewed to investigate pedagogical …
Due to the ongoing development of information and communication technologies (ICTs) and shifting teaching with ICT to solving with it, teachers are required to possess competencies and transfer them to skills that transcend beyond basic ICT …
In recent years, the main problem in e-learning has shifted to personalization of learning environment by Intelligent Tutoring Systems (ITSs). Therefore, by designing personalized teaching models, learners are able to have a successful and …
verfasst von:
Mahdi Pourmirzaei, Gholam Ali Montazer, Ebrahim Mousavi
This exploratory paper aims the building of a pilot taxonomic table that can be used in the field of educational ergonomics. Based on activity theory and a situated approach, we first identified a pilot taxonomic table of ergonomic gestures …
The children of today will inherit a more complex domestic energy landscape than their parents. While children consume energy themselves and can meaningfully participate in energy saving, they are neglected by the current discourse on energy …
verfasst von:
Stephen Snow, Sarah Matthews, Yueer Chen, Sicheng Yang, Mark Bayley
This article presents a systematic literature review (SLR) on the effects of serious games, or more specifically educational games that aim to teach Computational Thinking (CT) skills to primary school students. Sixty one studies from various data …
The first purpose of this study was to analyse the digital research competences of higher education teaching staff, depending on whether the level of creativity of the teacher to initiate new research projects and their level of entrepreneurial …
verfasst von:
Francisco D. Guillén-Gámez, Julio Ruiz-Palmero, Melchor Gómez-García
Metaverse is envisioned to be a shared, immersive, and persistent 3D virtual place where humans can experience life as they do in the physical world and much beyond. This alternate “virtual world” is one key aspect of the metaverse, yet an often …