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Haas, Ben; Kreis, Yves; Lavicza, Zsolt – International Journal for Technology in Mathematics Education, 2021
This paper reports on a case study of two elementary school students with mathematical learning disabilities (MLD) (ages 10 and 11) using augmented reality (AR), digital and physical modelling in mathematics class. MLD students worked on modelling geometric shapes (cubes, cuboids, squared pyramids, and octahedrons) and forms (polygons) by…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Elementary School Students
Nikolic, Sasha; Ros, Montserrat; Jovanovic, Kosta; Stanisavljevic, Zarko – European Journal of Engineering Education, 2021
The laboratory is an integral component of engineering education, resulting in a multitude of studies. Generally, the research focus is on the laboratory innovation, rather than learning itself. It is observed that empirical evidence is strongly built around student perceptions of their learning or experience via survey instruments; and in some…
Descriptors: Engineering Education, Distance Education, Teaching Methods, Student Attitudes
Tavares, Rita; Marques Vieira, Rui; Pedro, Luís – Education Sciences, 2021
This paper reports research work related to a wider study, aimed at developing a mobile app for Science Education in primary-school. Several studies reveal that Science Education can be improved by using technology, namely educational software. However, to promote a structured use of technology, innovative learning approaches must be designed for…
Descriptors: Science Education, Educational Technology, Telecommunications, Handheld Devices
Shahrokni, Seyed Abdollah – TESL-EJ, 2021
This ethnographic case study aims to examine second language socialization (SLS) in a massively multiplayer online game (MMOG) called Stronghold Kingdoms (SK). To explore the affordances of this community for SLS, the social dynamics in a Faction community during 4 life-time periods, namely, war, post-war peace and life in exile, end of the world,…
Descriptors: Ethnography, Computer Games, Second Language Learning, Second Language Instruction
Nye, Benjamin D.; Davis, Dan M.; Rizvi, Sanad Z.; Carr, Kayla; Swartout, William; Thacker, Raj; Shaw, Kenneth – Journal of Research on Technology in Education, 2021
One-on-one mentoring is effective for helping novices with career development. However, traditional mentoring scales poorly. To address this problem, MentorPal emulates conversations with a panel of virtual mentors based on recordings of real STEM professionals. Students freely ask questions as they might in a career fair, while machine learning…
Descriptors: Mentors, Career Exploration, Science Careers, Computer Simulation
Cherner, Todd; Halpin, Peter – Journal of Interactive Learning Research, 2021
Virtual reality (VR) is an emerging technology that is gaining traction in K12 education. Whereas well-designed and engaging VR experiences may be considered educational, teacher educators with content-area expertise are uniquely positioned to analyze the actual content provided by those experiences when determining VR's educational value.…
Descriptors: Content Analysis, Computer Software, Computer Simulation, Preservice Teachers
Fonseca, Paula; Julian, Kristi; Hulme, Wendi; Martins, Maria De Lurdes; Brautlacht, Regina – Research-publishing.net, 2021
New communication technologies are changing the way we work and communicate with people around the world. Given this reality, students in Higher Education (HE) worldwide need to develop knowledge in their area of study as well as attitudes and values that will enable them to be responsible and ethical global citizens in the workforce they will…
Descriptors: Interdisciplinary Approach, Course Descriptions, Cultural Pluralism, Computer Simulation
Gustave Weltsek – International Journal of Designs for Learning, 2021
Z402 Youth Theatre Tour was designed from a critical performative pedagogical positioning (Weltsek, 2019). Here learning emerges from how individuals and communities perform their emergent identities as they cross literal and metaphorical socio-cultural borders. Z402 resulted in a 100% student created new play, parallel workshop, and study guide.…
Descriptors: Pandemics, COVID-19, Theater Arts, Self Concept
Huang, Wen; Roscoe, Rod D.; Craig, Scotty D.; Johnson-Glenberg, Mina C. – Journal of Educational Computing Research, 2022
Virtual reality (VR) has a high potential to facilitate education. However, the design of many VR learning applications was criticized for lacking the guidance of explicit and appropriate learning theories. To advance the use of VR in effective instruction, this study proposed a model that extended the cognitive-affective theory of learning with…
Descriptors: Affective Behavior, Learning Theories, Computer Simulation, Teaching Methods
Appel, Lora; Lewis, Samantha; Kisonas, Erika; Recknagel, Jennifer – Educational Gerontology, 2022
The VRCHIVE workshop was a first-of-its-kind exploratory pilot initiative to examine the feasibility of running a remote, intergenerational Virtual Reality (VR) storytelling workshop through the Toronto Public Library. The workshop took place during the COVID-19 pandemic, which has highlighted a need to develop solutions to address the digital…
Descriptors: Educational Gerontology, Intergenerational Programs, Workshops, Public Libraries
Rausch, Meredith; Flood, Lee; Moreno, Rhia; Kluge, Stacy; Takahashi, Arthur – Journal of University Teaching and Learning Practice, 2022
COVID-19 disrupted face-to-face instruction across university campuses world-wide. As universities struggled, instructional design teams stepped in to assist. At one southeastern university in the US, an instructional design team, with support from instructional systems analysts, responded by creating online instruction for faculty and…
Descriptors: Faculty Development, Best Practices, COVID-19, Pandemics
Albright, Glenn; Fazel, Mina; Khalid, Nikita; McMillan, Jeremiah; Hilty, Don; Shockley, Kristen; Joshi, Shashank – Online Submission, 2022
The purpose of this study is to examine the impact of an online virtual human role-play simulation in teaching high school educators and staff to identify, talk to, and if necessary, refer students in psychological distress to support services. High school educators (N = 31,144) from 43 US states and 5 American territories completed a baseline…
Descriptors: Program Effectiveness, High School Teachers, Faculty Development, Computer Simulation
Jauregi-Ondarra, Kristi; Christoforou, Maria; Boglou, Dimitrios – Research-publishing.net, 2022
Computer-mediated communication tools facilitate international collaboration projects between foreign language learners and peers abroad (O'Dowd, 2018). Social Virtual Reality (VR) applications allow for synchronous interactions and task-based communication in which learners can experience telepresence and immersion and conversate in a foreign…
Descriptors: Computer Mediated Communication, International Cooperation, Cooperative Learning, Second Language Learning
Unlu, Serkan; Kiray, Seyit Ahmet – Online Submission, 2022
This book has been prepared to introduce common technological tools that can be used in science education in the distance education process. Although most of the applications introduced in the book are used in face-to-face education, this book focuses on their use in the distance science education process. In the Introduction part of the book, the…
Descriptors: Computer Software, Videoconferencing, Distance Education, Pandemics
Yasin Karatay – ProQuest LLC, 2022
The assessment of oral proficiency in English for Specific Purposes (ESP) contexts remains a central challenge for researchers, test developers, and classroom teachers (Knoch & Macqueen, 2020). This problem is apparent especially in Tourism and Hotel Management (THM) programs, where students are tested mostly based on grammar, vocabulary, and…
Descriptors: English for Special Purposes, Second Language Learning, Second Language Instruction, Tourism

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