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Jacqueline Corcoran; Malitta Engstrom; Kate Ledwith; Gerard Jefferies; Tamara J. Cadet – Journal of Teaching in Social Work, 2025
Competency-based education in social work (CSWE, 2022) demands active learning methods that demonstrate professional competencies and practice behaviors. Role-plays and simulations are methods that link learning in the classroom with practice. This article explores role-play and simulation variants: basic role-play, real play, student-scripted…
Descriptors: Role Playing, Simulation, Social Work, Competency Based Education
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Daniel B. Wright – Open Education Studies, 2024
Pearson's correlation is widely used to test for an association between two variables and also forms the basis of several multivariate statistical procedures including many latent variable models. Spearman's [rho] is a popular alternative. These procedures are compared with ranking the data and then applying the inverse normal transformation, or…
Descriptors: Models, Simulation, Statistical Analysis, Correlation
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Lihan Chen; Milica Miocevic; Carl F. Falk – Structural Equation Modeling: A Multidisciplinary Journal, 2024
Data pooling is a powerful strategy in empirical research. However, combining multiple datasets often results in a large amount of missing data, as variables that are not present in some datasets effectively contain missing values for all participants in those datasets. Furthermore, data pooling typically leads to a mix of continuous and…
Descriptors: Simulation, Factor Analysis, Models, Statistical Analysis
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Eduardo Martín; Yefrin Ariza – Science & Education, 2025
Contemporary sciences, including the didactics of science, employ computational simulations as tools in their academic endeavors. The construction and application of these simulations are of interest to didactics as they contribute to shaping new perspectives on scientific activity. Consequently, they warrant special attention in…
Descriptors: Computation, Simulation, Science Education, Design
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Vernon R. Curran; Ann Hollett – Health Education Journal, 2024
Objective: Extended reality (XR) has emerged as an innovative educational modality that offers the potential for the creation of more interactive and engaging forms of patient education experiences and products. The purpose of this article is to describe the field of XR technologies and review its potential through a critical lens as well as its…
Descriptors: Computer Simulation, Educational Technology, Patient Education, Program Effectiveness
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Rrita Zejnullahi; Larry V. Hedges – Research Synthesis Methods, 2024
Conventional random-effects models in meta-analysis rely on large sample approximations instead of exact small sample results. While random-effects methods produce efficient estimates and confidence intervals for the summary effect have correct coverage when the number of studies is sufficiently large, we demonstrate that conventional methods…
Descriptors: Robustness (Statistics), Meta Analysis, Sample Size, Computation
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Jacob Davidsen; Rolf Steier – International Journal of Research & Method in Education, 2025
Methodological advancements for the study of learning processes are both shaped by and drivers of technology developments. Interaction Analysis (IA), as a core methodological approach over the past three decades is reflective of this relationship and can be understood by examining moves from analogue video tapes, to digital media, computational…
Descriptors: Educational Research, Interaction, Research Methodology, Computer Use
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Hans-Peter Piepho; Johannes Forkman; Waqas Ahmed Malik – Research Synthesis Methods, 2024
Checking for possible inconsistency between direct and indirect evidence is an important task in network meta-analysis. Recently, an evidence-splitting (ES) model has been proposed, that allows separating direct and indirect evidence in a network and hence assessing inconsistency. A salient feature of this model is that the variance for…
Descriptors: Maximum Likelihood Statistics, Evidence, Networks, Meta Analysis
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Ricardo Martin Fernandez; Felix Garcia-Loro; Gustavo R. Alves; Africa Lopez-Rey; Russ Meier; Manuel Castro – IEEE Transactions on Learning Technologies, 2024
For educational institutions in science, technology, engineering and mathematics (STEM) areas, the provision of practical learning scenarios is, traditionally, a major concern. In the 21st century, the explosion of information and communication technology (ICTs), as well as the universalization of low-cost hardware, has allowed the proliferation…
Descriptors: STEM Education, Vignettes, Teaching Methods, Information Technology
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Lijia Zong – International Journal of Web-Based Learning and Teaching Technologies, 2025
This study focuses on the application of virtual reality (VR) technology in the field of vocal music training. The author explored VR's application effect and provided references for the modernization of vocal music education. The author constructed a VR vocal music training system, elaborated on its hardware and software components and functions…
Descriptors: Computer Simulation, Music Education, Singing, Technology Uses in Education
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Adrian Quintero; Emmanuel Lesaffre; Geert Verbeke – Journal of Educational and Behavioral Statistics, 2024
Bayesian methods to infer model dimensionality in factor analysis generally assume a lower triangular structure for the factor loadings matrix. Consequently, the ordering of the outcomes influences the results. Therefore, we propose a method to infer model dimensionality without imposing any prior restriction on the loadings matrix. Our approach…
Descriptors: Bayesian Statistics, Factor Analysis, Factor Structure, Sampling
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Junjie Gavin Wu; Danyang Zhang; Sangmin-Michelle Lee; Junhua Xian – International Journal of Computer-Assisted Language Learning and Teaching, 2025
Digital games have become an important educational tool for learning and teaching. The development of such games has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual reality (VR)-based technologies. Yet digital game-based language learning (DGBLL) with AR/VR has only recently started to be investigated, owing to…
Descriptors: Video Games, Computer Simulation, Second Language Learning, Game Based Learning
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Meridith Greythorne; Kai Staats – Connected Science Learning, 2024
The Scalable, Interactive Model of an Off-World Community (SIMOC) is a computer simulation of a human habitat on Mars. Built upon decades of NASA research and authentic science processes, SIMOC is both a research-grade simulation and an engaging web-based tool for science education. Users access an intuitive web interface to select mission…
Descriptors: Computer Simulation, Space Exploration, Science Education, Web Sites
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Nomisha Kurian; Basma Hajir – Journal of Moral Education, 2024
Given much-discussed innovations in Virtual Reality as the 'ultimate empathy machine', we offer three provocations regarding the use of Virtual Reality to cultivate empathy: is empathy possible? Is empathy enough? Who controls how empathy is produced, and who is left out? As a case study, we examine the VR films that the United Nations High…
Descriptors: Refugees, Computer Simulation, Empathy, Moral Values
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Harikesh Singh; Li-Minn Ang; Dipak Paudyal; Mauricio Acuna; Prashant Kumar Srivastava; Sanjeev Kumar Srivastava – Technology, Knowledge and Learning, 2025
Wildfires pose significant environmental threats in Australia, impacting ecosystems, human lives, and property. This review article provides a comprehensive analysis of various empirical and dynamic wildfire simulators alongside machine learning (ML) techniques employed for wildfire prediction in Australia. The study examines the effectiveness of…
Descriptors: Artificial Intelligence, Computer Software, Computer Simulation, Prediction
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