Exploring Factors That Support Pre-service Teachers’ Engagement in Learning Artificial Intelligence
Journal for STEM Education Research,
Journal Year:
2024,
Volume and Issue:
unknown
Published: April 12, 2024
Abstract
Artificial
intelligence
(AI)
is
becoming
increasingly
relevant,
and
students
need
to
understand
the
concept.
To
design
an
effective
AI
program
for
schools,
we
find
ways
expose
knowledge,
provide
learning
opportunities,
create
engaging
experiences.
However,
there
a
lack
of
trained
teachers
who
can
facilitate
students’
learning,
so
focus
on
developing
capacity
pre-service
teach
AI.
Since
engagement
known
enhance
it
necessary
explore
how
engage
in
This
study
aimed
investigate
teachers’
with
after
4-week
at
university.
Thirty-five
participants
took
part
reported
their
perception
7-factor
scale.
The
factors
assessed
survey
included
(cognitive—critical
thinking
creativity,
behavioral,
social),
attitude
towards
AI,
anxiety
readiness,
self-transcendent
goals,
confidence
We
used
structural
equation
modeling
approach
test
relationships
our
hypothesized
model
using
SmartPLS
4.0.
results
supported
all
hypotheses,
attitude,
anxiety,
being
found
influence
engagement.
discuss
findings
consider
implications
practice
policy.
Language: Английский
Using Escape Rooms as Evaluation Tool in Active Learning Contexts
Education Sciences,
Journal Year:
2023,
Volume and Issue:
13(6), P. 535 - 535
Published: May 24, 2023
The
adoption
of
the
active
learning
paradigm
presents
a
series
challenges
and
uncertainties.
However,
its
may
result
in
better
academic
results
more
engaging
attitude
towards
learning.
In
this
sense,
paper
case
scenario
which
such
change
has
been
deployed,
where
escape
rooms
have
introduced
as
an
assessment
tool
context.
way
to
move
through
those
is
by
taking
questionnaires
based
on
knowledge
acquired,
that
failing
test
keeps
group
same
position
passing
it
makes
them
according
grades
obtained.
Surveys
comments
offered
students
show
they
were
motivated
engaged
after
task,
improvement
performance
detected.
Language: Английский
Escaperooms como metodología activa para la integración de las STEAM: una revisión sistemática
European Public & Social Innovation Review,
Journal Year:
2024,
Volume and Issue:
9, P. 1 - 18
Published: Aug. 28, 2024
Introducción:
El
enfoque
STEAM
precisa
de
metodologías
que
incrementen
la
motivación
del
alumnado
hacia
las
ciencias.
objetivo
presente
trabajo
es
analizar
claves
pedagógicas
y
efectividad
uso
escaperooms
educativos
como
metodología
activa
para
el
aprendizaje
STEAM.
Metodología:
Se
llevó
a
cabo
una
revisión
sistemática
literatura
con
areglo
los
criterios
calidad
establecidos
en
declaración
PRISMA.
analizaron
un
total
97
documentos
4
bases
datos
diferentes
(WoS,
Scopus,
Dialnet
Eric).
Tras
aplicación
inclusión
exclusión,
se
conformó
muestra
final
17
documentos.
Resultados:
Todos
analizados
muestran
indicadores
positivos
herramienta
pedagógica
STEAM,
especialmente
mejora
motivación,
actitud,
disfrute
proactividad
Discusión:
Las
líneas
investigación
analizadas
indican
polivalente
herramienta,
variaciones
su
diseño,
complejidad,
temática
modalidad.
Conclusiones:
Los
son
recurso
educativo
evidencias
sobre
incremento
equipo,
vocación
científica
rendimiento
académico.
No
obstante,
existen
factores
intrínsecos
diseño
limitan
implementación
generalizada
campos
Escape Room Game for Engineering Students: “Escape Department”, a Case Study
Education Sciences,
Journal Year:
2023,
Volume and Issue:
13(8), P. 785 - 785
Published: Aug. 1, 2023
The
importance
of
ludic
activities
alongside
educational
for
the
involvement
students
has
nowadays
been
established.
Among
most
popular
and
loved
games
among
today’s
youths,
there
is
certainly
one
known
as
escape
room.
This
article
describes
an
room
organized
at
department
level,
thus
involving
various
engineering
degree
courses,
with
aim
making
them
appropriate
their
own
spaces
in
university
structures
stimulating
organization
skills
teamwork
attitudes.
event
was
also
opportunity
to
explore
some
topics
covered
course
study
and,
above
all,
learn
about
studied
other
courses
department.
In
this
paper
it
described
how
what
objectives
were
achieved.
results
are
quite
good
they
encourage
events
that
exploit
gamification
purposes.
Language: Английский
Creating a Chemical Escape Room at the University Level: Innovative Resources for Future Primary School Teachers
Journal of Chemical Education,
Journal Year:
2024,
Volume and Issue:
unknown
Published: Nov. 21, 2024
Teaching
natural
sciences
can
be
challenging,
especially
with
unmotivated
or
disinterested
students.
The
challenge
increases
when
the
term
"Didactics"
appears
in
subjects
under
study,
for
example,
Didactics
of
Natural
Sciences.
present
work
details
design
and
execution
process
an
escape
room
experience
used
as
a
methodology
teaching
reviewing
chemistry
at
university
level.
manuscript
describes
puzzles
experiments
carried
out
laboratory,
well
results
obtained
from
its
implementation
assessment
methods
used.
took
place
during
academic
years
2021–2022
2022–2023,
students
enrolled
second
year
Primary
Education
Teacher
degree.
In
each
period,
four
nonhomogeneous
groups
different
numbers
verified
game.
Within
hour,
participants
had
to
face
main
gather
necessary
information
solve
crime
that
occurred
lab.
Upon
completing
room,
filled
questionnaire
express
their
opinions
evaluate
activity.
survey
showed
high
level
satisfaction
employed.
Language: Английский
Locked up in the Science Laboratory: A smooth transition from class-room to escape-room
Nikos Bessas,
No information about this author
Eleni Tzanaki,
No information about this author
Denis Vavougios
No information about this author
et al.
Social Sciences & Humanities Open,
Journal Year:
2024,
Volume and Issue:
10, P. 101056 - 101056
Published: Jan. 1, 2024
We
are
at
a
time
when
students
seem
to
be
losing
interest
in
school.
This
decline
is
particularly
noticeable
Physics
and
Mathematics.
Student
performance
grades
teachers
have
begun
look
for
ways
through
their
teaching
regain
the
lost
glory
of
school
make
it
an
important
contributor
society
ever-changing
environment.
The
aim
educational
community
attract
student
last
desk
by
involving
him
or
her
process
active
participation.
study
aims
integrate
escape
rooms,
context
Mathematics
Curriculum,
into
learning
introduce
game-based
activities
as
alternative
form
teaching.
For
this
purpose,
during
2023-24
year,
room
was
created
implemented
junior
high
Athens,
Greece.
A
total
9
participated
room,
while
60
were
involved
activity.
After
completing
process,
all
filled
out
questionnaire
regarding
experience
extent
which
they
accepted
method
tool.
At
end,
statistical
analysis
discussion
on
emergence
rooms
suitable
tools
followed.
Language: Английский
El impacto de un doble breakout digital en un proyecto de gamificación (Impact of a double digital breakout in the context of a gamification project)
Retos,
Journal Year:
2023,
Volume and Issue:
50, P. 761 - 768
Published: Sept. 6, 2023
La
metodologías
activas
surgen
para
promover
un
rol
protagonista
y
activo
por
parte
de
los
estudiantes,
incidiendo
en
el
aprendizaje
compromiso
con
su
formación.
Además,
este
contexto,
es
fundamental
enfocar
proceso
formativo
educación
superior
al
desarrollo
competencias
transferibles
a
la
futura
labor
profesional,
como
puede
ser
digital.
Debido
significatividad
atractivo
que
despiertan
juegos
jóvenes
actuales,
cabe
destacar
basado
juegos,
donde
se
ubican
propuestas
breakouts
escape
rooms,
actividades
han
tenido
enorme
auge
últimos
años.
En
artículo
analiza
impacto
doble
breakout
digital
dentro
proyecto
gamificación,
ambientado
saga
Harry
Potter
denominado
Potter:
legado
Dumbledore.
concreto,
propuesta
ha
llevado
cabo
grado
Ciencias
Actividad
Física
Deporte,
Universidad
Granada.
Para
análisis
misma
utilizado
una
metodología
cualitativa,
objetivo
conocer
las
percepciones
del
alumnado,
través
pregunta
abierta
Google
Drive
uso
software
NVivo
11
análisis.
Los
resultados
muestran
potencial
aula,
pues
aumenta
gestión
emocional,
resiliencia
alumnado
universitario,
siendo
ello
aspecto
clave
sea
coherente
narrativa
gamificación
enmarca,
tenga
estética
aumente
inmersión.
Palabras
clave:
motivación,
aprendizaje,
Abstract.
Active
methodologies
arise
to
promote
protagonist
and
active
role
from
students,
influencing
their
learning
commitment.
In
this
context,
it
is
essential
that
the
training
process
in
higher
education
focused
on
development
of
transferable
competences
future
professional
work,
such
as
competence.
Due
meaningfulness
attractiveness
games
today’s
young
people,
game-based
acquires
great
relevance,
where
proposals
rooms
can
be
found.
These
activities
have
experienced
huge
growth
last
years.
This
article
analyzes
impact
double
context
gamification
project
set
saga,
called
Dumbledore’s
legacy.
Specifically,
proposal
has
been
carried
out
degree
Physical
Activity
Sports
Sciences,
University
To
analyze
proposal,
qualitative
methodology
was
followed
with
aim
collecting
students’
self-perception
breakout,
for
which
an
open
question
used
students
respond
analysis.
The
results
show
enormous
potential
classroom,
increases
emotional
management,
resilience
college
students.
A
key
aspect
happen
design
coherent
narrative
framed.
Keywords:
motivation,
learning,
gamification,
Review – The Influence of Games on Education Development in the Disruption Era
Toni Anwar,
No information about this author
Anugerah Bagus Wijaya
No information about this author
Journal of Multimedia Trend and Technology.,
Journal Year:
2023,
Volume and Issue:
2(1), P. 47 - 56
Published: April 1, 2023
Game
is
a
platform
that
commonly
used
by
users
in
everyday
life.
Games
are
often
when
someone
bored,
and
mostly
as
means
of
entertainment.
But
the
current
era
disruption
technology,
games
also
learning
media.
Game-based
concept
uses
tool
to
increase
student
involvement
motivation
learning.
In
game-based
learning,
designed
with
objectives
called
serious
games.
Serious
combine
elements
fun
engaging
create
interactive,
effective,
experiences
for
students.
games,
students
play
have
objectives,
such
new
skills,
understanding
complex
concepts,
or
honing
certain
skills.
Currently
known
gamification
This
paper
will
review
several
issues
related
The
method
finding
gap
author
bibliometric
techniques
which
processed
using
analysis.
archival
data
from
Scopus
sources
game
technology
facts
resulting
analysis
consist
4
discussion
namely,
media,
materials,
methods,
latest
findings
on
security
side.
obtains
side,
namely
user
privacy
section.
take
place
later
be
theme
discuss
security.
Language: Английский