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Uzun, Ceyhun; Uygun, Kamil – International Journal of Contemporary Educational Research, 2022
The study aims to reveal the effect of simulation-based experiential learning applications on gaining problem-solving skills in the Social Studies curriculum. The research was carried out in an experimental model, and the data were obtained according to the controlled pre-test and post-test approach. Social process simulation, as a type of social…
Descriptors: Simulation, Experiential Learning, Problem Solving, Social Studies
Chang, Yu-Shan; Chou, Chia-Hui; Chuang, Meng-Jung; Li, Wen-Hung; Tsai, I.-Fan – Interactive Learning Environments, 2023
This study investigated the effects of teaching via virtual reality (VR) on creative design performance and creative experiential learning processes by using a pretest--post-test nonequivalent group design to sample 138 seventh graders from a junior high school in Taipei City. The main conclusions from this study are: (1) VR has significant…
Descriptors: Foreign Countries, Computer Simulation, Creativity, Design
Erif Ahdhianto; Yohannes K. Barus; M. Anas Thohir – Journal of Pedagogical Research, 2025
This study examines the role of Augmented Reality (AR) in enhancing cultural understanding through experiential learning. Using Partial Least Squares Structural Equation Modeling (PLS-SEM) with Smart PLS 4.0, we analyzed how different AR-based experiences--Simulation, Experiment 1, and Experiment 2--affect cultural diversity comprehension. Data…
Descriptors: Experiential Learning, Elementary Education, Cultural Education, Physical Environment
Jang, Deok-Jin; Kong, Ha-Sung – Journal of Education and e-Learning Research, 2023
Safety education aims to promote safe habits through experience-oriented education that combines knowledge, skills and attitudes. However, in situations where experience-oriented safety education is challenging, realistic content created through technological advancements can indirectly function as an excellent safety education tool that allows…
Descriptors: Safety Education, Curriculum Development, Simulation, Fire Protection
Merav E. Hemi – Journal of Education for Teaching: International Research and Pedagogy, 2025
Accumulating research points to the effectiveness of clinical simulations as a means for improving pre-service educators' social-emotional learning (SEL) competencies. However, no available research addresses in-service educators. The present study attempts to add to the research literature by exploring the differential effect of clinical…
Descriptors: Social Emotional Learning, Simulation, Preservice Teachers, Beginning Teachers
Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
Chen, Yu-Ting; Li, Ming; Huang, Chang-Qin; Han, Zhong-Mei; Hwang, Gwo-Jen; Yang, Gang – British Journal of Educational Technology, 2022
Writing is a recording process involving complex dynamic behaviours, which is closely connected with authentic contexts. A free authentic context can form a link with students' life experience and their prior knowledge, so that students' deep writing skills can be stimulated. However, in traditional writing activities, the lack of authentic…
Descriptors: Foreign Countries, Elementary School Students, Computer Simulation, Writing (Composition)
Yunus Emre Avcu; Yavuz Yaman – Journal of Inquiry Based Activities, 2024
A differentiated science activity was created for gifted students. The focus is on Sustainable Development Goal 15 (SDG-15) for life on land, enhancing engagement, self-regulated learning skills, and scientific creativity in gifted students. The activity spanned eight lesson hours, with tasks encouraging observation, inquiry, and creative…
Descriptors: Gifted, Individualized Instruction, Science Instruction, Computer Simulation
Alkmini Gogou; Kostas Kasvikis – Education 3-13, 2024
The aim of the paper is to analyse and discuss the results of research concerning the development of historical concepts by Greek primary education pupils when engaged in a history game based on ICT. For purposes of the research, an experimental intervention was implemented. It was addressed to 67 pupils aged 10-11 years old, using an application…
Descriptors: Computer Simulation, History Instruction, Technology Uses in Education, Children
Allen M. Mathende – ProQuest LLC, 2021
Field experiences are regarded as the most effective way to prepare future teachers to be ready for the complexity and challenges found in the teaching profession (Phillion et al., 2005). Ill-prepared teachers may fail to gain fully from field experiences if they are not well prepared or do not value the activity as an out of class task (Hixon…
Descriptors: Preservice Teachers, Computer Simulation, Experiential Learning, Video Technology
Porat, Erez; Shamir-Inbal, Tamar; Blau, Ina – Journal of Computer Assisted Learning, 2023
Introduction: Virtual worlds (VWs) are immersive three-dimensional environments, accessible simultaneously to multiple users, and described as shared, simulated spaces, whose inhabitants represented as avatars. VWs enable freedom of expression. Using VWs in educational contexts requires a shift from teacher-centered instruction to facilitation of…
Descriptors: Teaching Methods, Computer Simulation, Elementary Secondary Education, Student Attitudes
Lili Yan; Breanne K. Litts; Melissa Tehee; Stuart Baggaley; Jennifer Jenkins – British Journal of Educational Technology, 2025
Although education is framed as a future-oriented enterprise, we often fail to serve the diverse futurities of youth, particularly in formal learning environments. The cultural norms of formal learning environments are rooted in dominant ways of being and knowing and this shapes how learning environments and learning technologies can be designed.…
Descriptors: Student Projects, Cultural Awareness, Multimedia Materials, Design
Lee, JiHye; Lee, Hyun-Kyung; Jeong, Dabin; Lee, JiEun; Kim, TaeRyun; Lee, JiHyon – International Journal of Art & Design Education, 2021
Traditional museums of culture and history are failing to develop or make effective use of augmented reality (AR) technology. To address this deficit, the present study sought to develop online and offline experiential AR learning tools that would enable children to more fully explore museum artefacts. The study approach was based on the Blended…
Descriptors: Museums, Cultural Education, Computer Simulation, History Instruction
Timothy Berndt – ProQuest LLC, 2021
The prominence of virtual reality (VR) in the educational field has grown in recent years due to increased availability and lower costs. I conducted a global study regarding how pioneering K-12 teachers use VR to engage students in learning activities. The purpose of this qualitative case study was to identify how and why teachers used VR for…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Technology, Elementary School Teachers
Tour, Ekaterina; Gindidis, Maria; Newton, Anne – Innovation in Language Learning and Teaching, 2021
Teaching digital literacies as social practices is challenging for many English as an Additional Language (EAL) practitioners. There is not much research that offers effective approaches and specific examples. Drawing on the '3D' model (Green [2002]. "A Literacy Project of Our Own." "English in Australia" 134: 25-32), this…
Descriptors: Technological Literacy, Experiential Learning, Story Telling, Electronic Mail