'Experimental design' Search Results
Research Trends in Design Thinking Education: A Systematic Literature Review from 2014 to 2024
design thinking education systematic literature review 21st century skills...
This study examines the research trends of Design Thinking (DT) in education during the period 2014–2024 through a systematic literature review. This study aims to analyze annual publication patterns, implementation across educational levels, research methodologies, authorship distribution, geographical spread, journal type distribution, and key themes from highly-cited publications in DT education research. The results show a significant increase in publications, especially in 2023–2024, reflecting growing academic interest in DT as an innovative approach to developing 21st-century skills. Qualitative research methods dominate, with most studies involving collaborative authorship. DT application was initially focused on higher education but expanded in secondary education while remaining limited in primary education. Asia leads in research contribution, while Africa shows lower output. Publications are distributed across educational, design-focused, and interdisciplinary journals. These findings underscore the importance of cross-disciplinary and global collaboration to accelerate DT adoption equitably. This study recommends strengthening educator training, developing holistic evaluation methods, and expanding quantitative research for more inclusive DT implementation.
Views of Pupils and Their Teachers on the Challenges of Using Information and Communication Technologies to Create Animations in Fine Arts Classes
action research contemporary tools and media curriculum primary school problem and project method...
With the introduction of the new curriculum, primary school Croatian fine arts teachers faced many challenges. The fundamental problem, the lack of school lessons, is highlighted by the challenges of implementing problem and project work and integrating technology into the teaching process. Therefore, it is important to organise activities where pupils use modern tools and media for high-quality educational purposes. The animation was chosen as a fine arts technique that can fulfil these requirements. Qualitative action research was conducted in city Split in the school year 2023/2024. The 5th and 8th grade pupils (125) and their fine arts teachers (3) participated in the research. A total of 75.23% of respondents were positive about the occasional introduction of technology into fine arts classes. After completing the fine arts project, 77.98% of pupils stated that they now have the knowledge and skills to create an animation themselves, while 77% of pupils consider their digital stories to be interesting and original. All three fine arts teachers cite a lack of continuity due to the small number of lessons as a shortcoming. The results point to poor material conditions: overheating of old projectors, low-quality tablets, poor internet connection and lack of power sockets. The research has shown that there are discrepancies between the prescribed theoretical requirements for learning outcomes and the possibilities for their practical realisation. As a result, teachers need to take a keen interest and receive additional training to ensure that the projects designed are in line with the requirements of the curriculum.
The Impact of Gamification-Assisted Instruction on the Acquisition of Scientific Concepts and Attitudes Towards Science Class Among Elementary School Students
attitude toward science classes elementary students gamification scientific concept...
This study addresses global concerns surrounding elementary students' science performance following the COVID-19, as a result of international tests such as Trends in International Mathematics and Science Study (TIMSS) highlight the ongoing challenges that urge the exploration of innovative educational approaches to improve science learning. This research employed gamification-assisted instruction and explored its impact on enhancing the understanding of science concepts and attitudes toward science class among fourth graders. The study adopted a quasi-experimental design and included an experimental group (ExG) that was taught using a gamification strategy and a control group (CoG) that was taught using a traditional method with a sample of 38 female elementary students from a public school in Jordan. Data were gathered using valid and reliable tools: the developed scientific concepts test and the Attitude Towards Science class measures. The ANCOVA analysis revealed that gamification significantly improves the acquisition of scientific concepts (η2=.208) and boosts a positive attitude toward science classes among elementary students (η2=.626). These findings encourage decision-makers to incorporate gamification into science teaching practices and methods.
Matter and Proportionality in the Learning Garden with Pre-Service Teachers
initial training mathematics education natural sciences open-air school primary education...
: In this study, we present a didactic experience carried out in a public university with 60 students enrolled in the 2nd year of the Primary Education Teaching Degree. This experience consisted of implementing a teaching and learning sequence in which proportionality problems (mathematics content) and pure substances and mixtures (experimental science content) were addressed together in an ecodidactic garden context. This work presents the results obtained through the analysis of the students' responses. Our findings suggest that pre-service teachers have difficulties similar to those of primary and secondary students in the use of measuring instruments and conversion units, as well as in the calculation of proportions in mathematics and conceptual errors at a microscopic and macroscopic level in experimental sciences. This study highlights the need to design and implement strategies to support students in their formative process in relation to the contents of proportion and matter. As an added value in our work, we emphasize the interdisciplinary connection between mathematics and experimental sciences, offering a more real-life perspective of science.
Diorama: An Effective Approach to Reduce Social Withdrawal Behavior in Children With Autism Spectrum Disorder
autism spectrum disorder diorama social withdrawal behavior...
Children diagnosed with moderate autism spectrum disorder (MASD) exhibit a range of socially unacceptable behaviors, which notably include social withdrawal behavior (SWB); these individuals tend to disengage from various social contexts, consequently impeding their communication and social interaction capabilities. The primary objective of this research was to employ miniatures (diorama) as a methodological approach to construct semi-naturalistic scenarios for children with MASD that authentically represent their quotidian experiences and facilitate interaction, contributing to the alleviation of their SWB. The research sample comprised 21 children with MASD, aged between 6 and 9 years, who were enrolled at the Al-Jabr Institute in Al-Ahsa, Saudi Arabia. A quasi-experimental methodology was adopted to align with the research's inherent characteristics, using a three-group design. The instruments utilized included the Social Withdrawal Behavior Scale (SWBS) alongside a training program devised by the authors. The results showed a significant reduction in SWB among those children to whom the diorama program was applied. Results also indicated the continuation of this effect after the end of the diorama program period for two consecutive months. The outcomes encourage further implementation of the diorama methodology on more extensive samples and across a broader geographic scope within Saudi Arabia, thereby facilitating the generalization of the findings to the entire population of children diagnosed with MASD. Findings also encourage the enhancement of the diorama's role in forthcoming experimental inquiries to ascertain its efficacy in mitigating other socially maladaptive behaviors exhibited by children with MASD.
Integrating Artificial Intelligence Into English Language Teaching: A Systematic Review
artificial intelligence english language teaching systematic review...
This research aims to systematically review the integration of artificial intelligence (AI) in English language teaching and learning. It specifically seeks to analyze the current literature to identify how AI could be utilized in English language classrooms, the specific tools and pedagogical approaches employed, and the challenges faced by educators. Using the PRISMA-guided Systematic Literature Review (SLR) methodology, articles were selected from Scopus, Science Direct, and ERIC, and then analyzed thematically with NVivo software. Findings reveal that AI enhances English teaching through tools like grammar checkers, chatbots, and language learning apps, with writing assistance being the most common application (54.55% of studies). Despite its benefits, challenges such as academic dishonesty, over-reliance on AI (27.27% of studies), linguistic issues, and technical problems remain significant. The study emphasizes the need for ethical considerations and teacher training to maximize AI’s potential. It also highlights societal concerns, including the digital divide, underscoring the importance of equitable access to AI-powered education for learners of all socioeconomic backgrounds.
Effect of STEAM Project-Based Learning on Engineering Students’ 21st Century Skills
steam steam education steam project-based learning 21st century skills...
STEM/STEAM education is an interdisciplinary pedagogical approach that cultivates skills in science (S), technology (T), engineering (E), arts (A), and mathematics (M) while also fostering 21st century skills like teamwork, problem-solving, critical thinking, and creativity in learners. Enhancing STEAM and 21st century skills for engineering students facilitates their swift adaptation to STEM/STEAM employment demands in the 4.0 industrial revolution and the ongoing digital transformation in Vietnam. This study aims to investigate the effect of STEAM project-based learning on the 21st century skills of 47 mechanical engineering technology students at a public university in Vietnam. The findings of a one-group pretest-posttest design and an analysis of engineering student groups’ STEAM project-based learning products revealed that there was a significant improvement in students' 21st century skills at a 95% confidence level. Among the three 21st century skills studied, engineering students’ collaboration skill showed a moderate effect size, while problem-solving and creative thinking skills demonstrated a large effect size after implementing STEAM project-based learning in the “Workplace Skills” course. Some significant limitations were identified, including (a) the lack of a comparison group, which may have influenced the difference between the pretest and posttest; and (b) the sustainability of 21st century skills developed through STEAM project-based learning in the “Workplace Skills” course was not investigated. Therefore, studying the effect of other factors on engineering students’ 21st century skills and exploring their sustainability were main recommendations for further research.
Intermediality in Student Writing: A Preliminary Study on The Supportive Potential of Generative Artificial Intelligence
artificial intelligence automated writing evaluation chatgpt intermedia transmedia...
The proliferating field of writing education increasingly intersects with technological innovations, particularly generative artificial intelligence (GenAI) resources. Despite extensive research on automated writing evaluation systems, no empirical investigation has been reported so far on GenAI’s potential in cultivating intermedial writing skills within first language contexts. The present study explored the impact of ChatGPT as a writing assistant on university literature students’ intermedial writing proficiency. Employing a quasi-experimental design with a non-equivalent control group, researchers examined 52 undergraduate students’ essay writings over a 12-week intervention. Participants in the treatment group harnessed the conversational agent for iterative essay refinement, while the reference group followed traditional writing processes. Utilizing a comprehensive four-dimensional assessment rubric, researchers analyzed essays in terms of relevance, integration, specificity, and balance of intermedial references. Quantitative analyses revealed significant improvements in the AI-assisted group, particularly in relevance and insight facets. The findings add to the research on technology-empowered writing learning.