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The evolution of science education is a dynamic process driven by advances in pedagogy, technology, and especially, our understanding of how students learn. Educators are exploring innovative teaching and learning methodologies such as…
With the interactivity and multiple representation features, computer simulations lend itself to the guided inquiry learning. However, these simulations are usually designed for post-elementary students. Thus, the aim of this study is to…
Teaching Robotics is about empowering students to create and configure robotics devices and program computers to nurture in students the skill sets necessary to play an active role in society. The robot in Figure 1 focuses on the design of…
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…
Teachers have tried to teach their students by introducing text books along with verbal instructions in traditional education system. However, teaching and learning methods could be changed for developing Information and Communication…
Pedagogy is a method that handles the ethos and culture of instruction from educators and the learning of learners. Pedagogy of Information and Communications Technology (ICT) refers to the interactions among the teacher, children, and…
Management education scholarship has long outlined the need to enhance student engagement and participation in business schools, using more innovative teaching practices. This is increasingly motivating scholars to strive for more…
This chapter examines how data analytics can be leveraged to enhance immersive teacher simulations, situating this inquiry within the broader learning sciences discourse on embodied cognition, data-informed feedback, and teacher…
This exploratory study investigates the intersection of Generative AI tools and experiential learning in business education. Through a case study of an innovative undergraduate course, we examine how students interact with and adapt to…
Enhancing interaction and feedback collection in a first-semester computer science course poses a significant challenge due to students' diverse needs and engagement levels. To address this issue, we created and integrated a command-based…
There is an increasing worldwide demand for people educated into science and technology. Unfortunately, girls and underprivileged students are often underrepresented in Science, Technology, Engineering and Mathematics (STEM) education…
This paper presents a cooperative location-based game for the elderly with the use of tablets equipped with mobile application. The game was designed to tackle at once several crucial topics related to the issue of aging, namely the social…
This work expands further our earlier poster presentation and integration of the OpenGL Slides Framework (OGLSF) - to make presentations with real-time animated graphics where each slide is a scene with tidgets - and physical based…
In this paper we present the Open Software Services for Classrooms and Research (OSSCAR) platform. OSSCAR provides an open collaborative environment to develop, deploy and access educational resources in the form of web applications. To…
In this research, a literature in human-computer interaction is reviewed and the technology aspect of human computer interaction related with digital academic supportive devices is also analyzed. According to all these concerns,…
Interactive reinforcement learning, where humans actively assist during an agent's learning process, has the promise to alleviate the sample complexity challenges of practical algorithms. However, the inner workings and state of the robot…
The COVID-19 pandemic highlighted the challenges of maintaining hands-on laboratory instruction in undergraduate physics education. In response, we developed and deployed an interactive online physics laboratory platform designed to closely…
The use of electronic textbooks (e-book) has been heavily studied over the years due to their flexibility, accessibility, interactivity and extensibility. Yet current shortcomings of e-book, which is often just a digitized version of the…
University teachers often feel the need to try innovative learning technologies such as Learning Games to motivate the new generation of students. However, the typically limited resources of universities coupled with the high cost of…
Papert's constructionism makes it clear that learning is particularly effective when learners create tangible artifacts and share and discuss them in social contexts. Technological progress in recent decades has created numerous…