Educational technology: Exploring the convergence of technology and pedagogy through mobility, interactivity, AI, and learning tools

A Alam, A Mohanty - Cogent Engineering, 2023 - Taylor & Francis
Efforts at the intersection of technology and pedagogy converge upon four pivotal axes that
collectively delineate the future educational landscape. These axes, namely mobility …

Using gamification to support learning in K‐12 education: A systematic literature review

H Dehghanzadeh, M Farrokhnia… - British Journal of …, 2024 - Wiley Online Library
Using gamification to support learning in K‐12 education has received much attention from
scholars in recent years. However, there is still a lack of comprehensive understanding of …

Effects of chatbot-assisted in-class debates on students' argumentation skills and task motivation

K Guo, Y Zhong, D Li, SKW Chu - Computers & Education, 2023 - Elsevier
Recent advancements in artificial intelligence have led to the development of chatbots
capable of engaging in argumentative dialogues and debates with human users. Although …

Serious games in science education: a systematic literature

M Ullah, SU Amin, M Munsif, MM Yamin… - Virtual Reality & …, 2022 - Elsevier
Teaching science through computer games, simulations, and artificial intelligence (AI) is an
increasingly active research field. To this end, we conducted a systematic literature review …

Active learning and education 4.0 for complex thinking training: analysis of two case studies in open education

A Patiño, MS Ramírez-Montoya… - Smart Learning …, 2023 - Springer
This article focuses on empirically analyzing the final products designed by 147 academics
from 11 countries who participated in an international open education movement workshop …

Effects of game-based learning on students' critical thinking: A meta-analysis

W Mao, Y Cui, MM Chiu, H Lei - Journal of Educational …, 2022 - journals.sagepub.com
As past studies showed mixed results, this meta-analysis determined game-based learning's
overall effect on students' critical thinking and tested for moderators, using 21 effect sizes …

Game-based learning in computer science education: a sco** literature review

M Videnovik, T Vold, L Kiønig… - International Journal of …, 2023 - Springer
Using games in education has the potential to increase students' motivation and
engagement in the learning process, gathering long-lasting practical knowledge. Expanding …

Digital game-based learning in K-12 mathematics education: a systematic literature review

MH Hussein, SH Ow, MM Elaish, EO Jensen - Education and Information …, 2022 - Springer
The application of mathematical skills is essential to our daily routine and is foundational for
numerous disciplines. Among various computer-supported learning methods, Digital Game …

Recent developments in using digital technology in mathematics education

J Engelbrecht, MC Borba - ZDM–Mathematics Education, 2024 - Springer
In this paper we review selected significant developments in the use of digital technology in
the teaching and learning of mathematics over the last five years. We focus on a number of …

Effects of online whiteboard-based collaborative argumentation scaffolds on group-level cognitive regulations, written argument skills and regulation patterns

XL Zheng, J Huang, XH **a, GJ Hwang, YF Tu… - Computers & …, 2023 - Elsevier
Abstract Argumentation involves collaboration and regulation of learning. In recent years,
regulation of learning, which involves self-, co-, and socially shared regulations, has …