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Curiosity-driven learning has shown significant positive effects on students' learning experiences and outcomes. But despite this importance, reports show that children lack this skill, especially in formal educational settings. To address…
The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…
This paper describes the development of a new university physics course designed to integrate physics, education, research, and community partnerships. The coordinated system of activities links the new course to local community efforts in…
This is the first paper of a series aiming to present a new teaching sequence for Particle Physics in high school. We propose a systematic discussion of the subject, covering not only the understanding of its key concepts, but also of the…
This study investigates how an urban, high school physics class responded to the inclusion of a classroom set of iPads and associated applications, such as screencasting. The participatory roles of students and the expressions of their…
Traditionally, scholars in physics education research pay attention to students solving well-structured learning activities, which provide restricted room for collaboration and idea-generation due to their close-ended nature. In order to…
This work explores the use of Role Playing Games (RPG) as an active methodology in teaching Modern Physics, focusing on a game called Newton's Revenge. The game was developed with the aim of engaging students in collaborative and…
Equations are about more than computing physical quantities or constructing formal models; they are also about understanding. The conceptual systems physicists use to think about nature are made from many different resources, formal and…
This paper discusses an instructional strategy which explores eventual similarities and/or analogies between familiar problems and more sophisticated systems. In this context, the Atwood's machine problem is used to introduce students to…
To achieve digital literacy nowadays a media education is required. The digital revolution breaks the barriers of space and time, and information has become the most valuable commodity. The new digital reality favours the convergence of all…
Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. With today's high educational demands as well as the lack of time provided for certain courses, classical…
National studies conducted over many years show that, while most Americans are interested in science and support federal funding of scientific research, the scientific literacy of the public is very low. Why this situation exists and who is…
In Education, is constant the searching of techniques to strengthen and extend the educational strategies in order to achieve that students get knowledge received in classroom, training personal courses and workshops. Serious games are part…
The design of a serious game is presented that served as an instrument to motivate and aid to Physics education using active and ludic learning, specifically the topic of free fall of objects, with diverse educational purposes, first to…
Education is a goal-oriented field. But if we want to treat education scientifically so we can accumulate, evaluate, and refine what we learn, then we must develop a theoretical framework that is strongly rooted in objective observations…
Aspects of quantum physics are no longer confined to the upper years of a physics degree. Concepts like superposition or entanglement that were once reserved for second- or third-year undergraduate courses now deserve attention earlier in a…
With the aim of finding ways that can lead to solving the problem of learning the exact sciences and involving the university student in a participatory and active way during the semester period with the help of new technologies, the…
Current investigations into pedagogical goals of introductory algebra-based physics students at the University of Central Arkansas, by learning orientation towards an in-class metacognitive group problem solving task, seek to determine…
This article proposes a model of e-books for schools based on a graph in which nodes represent individual subjects of a teaching program to a the relatively low granularity, which facilitates their aggregation and re-usability, and edges…
Contribution: In this study, an alternative educational approach for introducing quantum computing to a wider audience is highlighted. The proposed methodology considers quantum computing as a generalized probability theory rather than a…