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Showing 1 to 15 of 18 results Save | Export
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Yu-Ting Chen; Xin-Xiang Wang; Ming Li; Mutlu Cukurova; Morris Siu-Yung Jong – Education and Information Technologies, 2025
Augmented reality (AR) has been regarded as a useful tool in writing education, with the goal of enhancing students' learning. However, questions still exist about the consistency of student motivation and their writing performance when participating in educational activities driven by AR. This study focused on AR-based writing courses, employing…
Descriptors: Computer Simulation, Simulated Environment, Physical Environment, Synthesis
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Cheng, Kun-Hung; Lee, Silvia Wen-Yu; Hsu, Ying-Tai – Journal of Educational Computing Research, 2023
Research has addressed the benefits of immersive virtual reality (IVR) for affective learning rather than cognitive performance, indicating the necessity to explore what factors may influence learners' attitudinal learning, defined as the result of instruction for changing learners' attitudes, when engaging in immersive instructional mediums. This…
Descriptors: Elementary School Students, Student Interests, Personality Traits, Student Attitudes
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Ahu Canogullari; Ayhan Kursat Erbas – Interactive Learning Environments, 2024
Technological mediums such as dynamic environments with drag-and-drop features have been considered promising agents in helping students explore and generate conjectures about mathematical concepts. This study investigated the dragging modalities sixth and seventh-grade students use in solving proportional problems in a dynamic geometry…
Descriptors: Problem Solving, Interaction, Computer Simulation, Grade 6
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Yu-Ting Chen; Ming Li; Mutlu Cukurova; Morris Siu-Yung Jong – British Journal of Educational Technology, 2024
Writing is a fundamental skill linked closely with academic achievement, day-to-day communication, formal negotiations, and more. However, due to their lack of contextual experience, learning to write has been a demanding and complex cognitive process for most learners. As a result, learners struggle to exhibit positive learning behaviours and…
Descriptors: Feedback (Response), Computer Simulation, Video Technology, Writing Ability
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Sangmin-Michelle Lee; Zi Yang; Junjie Gavin Wu – Education and Information Technologies, 2024
The use of immersive virtual reality (iVR) technology creates an infinite set of possibilities for language learners both inside and outside the traditional classroom setting. In contributing a deeper understanding of language education with iVR, the present study explored how low-proficiency level English learners perceived iVR and how iVR…
Descriptors: English (Second Language), Second Language Learning, Computer Simulation, Language Proficiency
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Yafeng Zheng; Shebing Sun; Yang Yang; Chang Xu – Research in Science Education, 2024
This study explored the differences in the effects of directive versus reflective feedback on elementary school students' conceptual understanding and epistemological beliefs in a simulation-based online science inquiry environment, by comparing more fine-grained differences in the inquiry behaviors of students who received the two types of…
Descriptors: Feedback (Response), Elementary School Students, Scientific Concepts, Epistemology
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Guan, Jue-Qi; Wang, Liang-Hui; Chen, Qu; Jin, Kai; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
Pottery making in technology education aims to foster students' practical and creative ability. In a typical pottery making class, students receive the teacher's instruction on the fundamental techniques used in pottery making and have opportunities to practice. It is meaningful to construct an observation-doing-reflection process for students in…
Descriptors: Ceramics, Art Education, Educational Technology, Computer Simulation
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Zhang, Jia; Huang, Yu-Ting; Liu, Tzu-Chien; Sung, Yao-Ting; Chang, Kuo-En – Interactive Learning Environments, 2023
Worksheets are often used during field trips and utilize a learning cycle with three stages (exploration, concept introduction and concept application) to engage learners in the learning activities of observation and exploration. However, traditional paper worksheets do not provide multimedia and interactive presentations with physical objects,…
Descriptors: Computer Simulation, Worksheets, Field Trips, Botany
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Ciara Molloy; Rachel Farrell – Computers in the Schools, 2024
This is a small-scale qualitative participatory research study conducted in two large primary schools in Ireland with classes for autistic students. The paper reports how a menu of immersive technology learning experiences was thoughtfully designed and employed with autistic children who were communicating through their behavior an aversion to the…
Descriptors: Foreign Countries, Elementary School Students, Autism Spectrum Disorders, Students with Disabilities
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Yu-Ju Lan; Mei-Feng Shih; Yu-Ting Hsiao – Educational Technology & Society, 2024
This study aimed to create a game as scaffolding in 3D virtual worlds to enhance linguistic communication skills (LCS) in children with attention deficit hyperactivity disorder (ADHD). Two ADHD children participated in the 17-week study. In 8 of the 17 weeks of the study, they logged in 3D virtual worlds to learn LCS through play twice a week, one…
Descriptors: Computer Games, Language Skills, Communication Skills, Attention Deficit Hyperactivity Disorder
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Maggie Mosher; Bruce Frey; Adam Carreon; Sean Smith; Amber Rowland; Alisa Lowrey – Journal of Interactive Learning Research, 2024
The primary aim of this manuscript is to describe the process of developing a reliable and valid instrument for measuring all users, including students with disabilities, sense of presence in a virtual environment. Presence can be described as feeling a part of another place other than where you are. A seven-step process is discussed and was…
Descriptors: Test Construction, Test Reliability, Test Validity, Students with Disabilities
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Wang, Yang – International Journal of Science Education, Part B: Communication and Public Engagement, 2022
This study is to examine the effects of AR Game-based science learning on students' engagement, learning performance, and satisfaction towards physics learning. Based on the marker-based AR technology, an Augmented Reality Game-based Science Learning (ARGSL) system was designed and developed to support students' physics learning. A…
Descriptors: Computer Simulation, Game Based Learning, Learner Engagement, Physics
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Littenberg-Tobias, Joshua; Borneman, Elizabeth; Reich, Justin – AERA Open, 2021
Diversity, equity, and inclusion (DEI) issues are urgent in education. We developed and evaluated a massive open online course (N = 963) with embedded equity simulations that attempted to equip educators with equity teaching practices. Applying a structural topic model (STM)--a type of natural language processing (NLP)--we examined how…
Descriptors: Natural Language Processing, Equal Education, Educational Change, Computer Simulation
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Javorsky, Kristin H. – Afterschool Matters, 2019
This article describes how a federally funded afterschool program serving an elementary-age population in a rural southern community used the creative affordances of Minecraft and a creative youth development (CYD) framework to support the local school district's character education program, The Leader in Me (LiM). On receipt of a 21st Century…
Descriptors: After School Programs, Elementary School Students, Rural Areas, Educational Technology
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Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
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