NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 5,821 to 5,835 of 5,982 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Manburg, Jamie; Moore, Rashid; Griffin, David; Seperson, Marvin – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2017
This paper discusses preservice teachers' perceptions of an online, in-house diversity simulation in an undergraduate teacher education program conducted over a 3-year period. The diversity simulation was a nontraditional capstone experience for 193 preservice teachers in majors ranging from early childhood to secondary education. The diversity…
Descriptors: Undergraduate Students, Teacher Education Programs, Online Courses, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Oltman, Julie; Hammond, Thomas C. – AERA Online Paper Repository, 2017
This mixed-methods study explored the use of an augmented reality, location-based, iPad game to enhance the learning experience of young elementary history students. Utilizing the ARIS platform and a design-based research approach, researchers and teachers built a customized game experience that was inserted into a school's traditional second…
Descriptors: Game Based Learning, History Instruction, Computer Simulation, Elementary School Students
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Tracey, Monica W.; Joiner, Michael; Kacin, Sara; Burmeister, Jay – Contemporary Educational Technology, 2018
Instructional design focuses on solving problems in a multitude of contexts. As such, designers are investigators, gathering evidence to optimally design solutions to learning problems within the identified context. The challenge described in this case study was the need to create an educational activity to promote interaction and collaboration…
Descriptors: Teaching Methods, Case Studies, Learning Problems, Interdisciplinary Approach
Peer reviewed Peer reviewed
Direct linkDirect link
Liou, Wei-Kai; Bhagat, Kaushal Kumar; Chang, Chun-Yen – Journal of Science Education and Technology, 2016
The present study compares the highly interactive cloud-classroom (HIC) system with traditional methods of teaching materials science that utilize crystal structure picture or real crystal structure model, in order to examine its learning effectiveness across three dimensions: knowledge, comprehension and application. The aim of this study was to…
Descriptors: Technology Uses in Education, Educational Technology, Science Instruction, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Dib, Hazar Nicholas; Adamo-Villani, Nicoletta – Journal of Educational Technology Systems, 2016
We describe the development and evaluation of a virtual steel sculpture for engineering education. A good connection design requires the engineer to have a solid understanding of the mechanics and steel behavior. To help students better understand various connection types, many schools have acquired steel sculptures. A steel sculpture is a…
Descriptors: Computer Simulation, Teaching Methods, Engineering Education, Metallurgy
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Takala, Tuukka M.; Malmi, Lauri; Pugliese, Roberto; Takala, Tapio – Informatics in Education, 2016
In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications…
Descriptors: Curriculum, Simulated Environment, Computer Simulation, Educational Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Fukuzawa, Sherry; Boyd, Cleo – Canadian Journal for the Scholarship of Teaching and Learning, 2016
Large first year undergraduate courses have unique challenges in the promotion of student engagement and self-directed learning due to resource constraints that prohibit small group discussions with instructors. The Monthly Virtual Mystery was developed to increase student engagement in a large (N = 725) first year undergraduate class in…
Descriptors: Learner Engagement, Problem Based Learning, Teaching Methods, Grades (Scholastic)
Peer reviewed Peer reviewed
Direct linkDirect link
Allen, Lauren K.; Eagleson, Roy; de Ribaupierre, Sandrine – Anatomical Sciences Education, 2016
Neuroanatomy is one of the most challenging subjects in anatomy, and novice students often experience difficulty grasping the complex three-dimensional (3D) spatial relationships. This study evaluated a 3D neuroanatomy e-learning module, as well as the relationship between spatial abilities and students' knowledge in neuroanatomy. The study's…
Descriptors: Anatomy, Neurosciences, Undergraduate Students, Medical Students
Peer reviewed Peer reviewed
Direct linkDirect link
Ruggeri, Azzurra; Lombrozo, Tania; Griffiths, Thomas L.; Xu, Fei – Developmental Psychology, 2016
Children are active learners: they learn not only from the information people offer and the evidence they happen to observe, but by actively seeking information. However, children's information search strategies are typically less efficient than those of adults. In two studies, we isolate potential sources of developmental change in how children…
Descriptors: Information Seeking, Search Strategies, Cognitive Style, Cognitive Structures
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Yu-Li – Asia-Pacific Education Researcher, 2016
Virtual reality (VR) has brought about numerous alternative learning opportunities in the last decade, and with modern products such as Oculus Rift and other wearable Virtual Reality technologies being introduced into society, VR will promisingly continue to provide yet unseen opportunities in the next few decades and therefore is a technology…
Descriptors: Electronic Learning, Computer Simulation, Cognitive Development, Language Acquisition
Schlueter, Vincent J. – ProQuest LLC, 2016
The purpose of this mixed methods study is to test teachers' capacity towards understanding of mathematical pedagogy and their willingness to utilize interactive whiteboard software to provide visual representations through virtual manipulatives and to understand how teachers are using interactive whiteboard software during instruction. Based Upon…
Descriptors: Mixed Methods Research, Mathematics Instruction, Teacher Attitudes, Computer Software
Peer reviewed Peer reviewed
Direct linkDirect link
Case, Catherine; Whitaker, Douglas – Mathematics Teacher, 2016
In the criminal justice system, defendants accused of a crime are presumed innocent until proven guilty. Statistical inference in any context is built on an analogous principle: The null hypothesis--often a hypothesis of "no difference" or "no effect"--is presumed true unless there is sufficient evidence against it. In this…
Descriptors: Mathematics Instruction, Technology Uses in Education, Educational Technology, Statistical Inference
Peer reviewed Peer reviewed
Direct linkDirect link
Xu, Xinhao; Ke, Fengfeng – American Journal of Distance Education, 2016
This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…
Descriptors: Computer Simulation, Educational Environment, Mathematical Concepts, Mathematics Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Killham, Jennifer E.; Saligman, Adam; Jette, Kelli – International Journal of Game-Based Learning, 2016
This classroom-based action research study investigated the creative implementation of fluency instruction for English as a Foreign Language (EFL) learners through the use of a virtual character-playing simulation called Place Out of Time (POOT). The researchers sought to identify what supported and impeded student participation in this game-based…
Descriptors: Teaching Methods, Action Research, Language Fluency, English (Second Language)
Prawat, Ted – New England Journal of Higher Education, 2016
Schools and teachers are looking for innovative ways to teach the "big ideas" emerging in the core curricula, especially in STEAM fields (science technology, engineering, arts and math). As a result, learning environments that support digital learning and educational technology on various platforms and devices are taking on…
Descriptors: Educational Innovation, STEM Education, Art Education, Electronic Learning
Pages: 1  |  ...  |  385  |  386  |  387  |  388  |  389  |  390  |  391  |  392  |  393  |  ...  |  399