Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 6 |
Descriptor
Computer Simulation | 6 |
Experiential Learning | 6 |
Grade 7 | 4 |
Active Learning | 2 |
Computer Uses in Education | 2 |
Computers | 2 |
Design | 2 |
Educational Technology | 2 |
Experiments | 2 |
Foreign Countries | 2 |
Instructional Effectiveness | 2 |
More ▼ |
Source
Educational Technology &… | 1 |
Interactive Learning… | 1 |
Journal of Inquiry Based… | 1 |
Learning and Instruction | 1 |
Learning, Media and Technology | 1 |
Technology, Knowledge and… | 1 |
Author
Chang, Yu-Shan | 1 |
Chou, Chia-Hui | 1 |
Chuang, Meng-Jung | 1 |
Eskrootchi, Rogheyeh | 1 |
Games, Ivan Alex | 1 |
Li, Wen-Hung | 1 |
Liu, Shiyu | 1 |
Nunez, Narina | 1 |
Oskrochi, G. Reza | 1 |
Renken, Maggie D. | 1 |
Tsai, I.-Fan | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 4 |
Reports - Evaluative | 2 |
Tests/Questionnaires | 1 |
Education Level
Grade 7 | 6 |
Middle Schools | 5 |
Junior High Schools | 4 |
Elementary Education | 3 |
Secondary Education | 3 |
Grade 6 | 2 |
Grade 8 | 2 |
Elementary Secondary Education | 1 |
Grade 4 | 1 |
Grade 5 | 1 |
Grade 9 | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
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
Liu, Shiyu – Technology, Knowledge and Learning, 2015
This research investigates the role of virtual experiments and worked examples in the learning of the control of variable strategy (CVS). Sixty-nine seventh-grade students participated in this study over a span of 6 weeks and were engaged in worked example learning and/or virtual experimentation to study the knowledge and procedures associated…
Descriptors: Grade 7, Computer Simulation, Experiments, Research Methodology
Renken, Maggie D.; Nunez, Narina – Learning and Instruction, 2013
Evidence for cognitive benefits of simulated versus physical experiments is unclear. Seventh grade participants (n = 147) reported their understanding of two simple pendulum problems (1) before conducting an experiment, (2) immediately following experimentation, and (3) after a 12-week delay. "Problem type" was manipulated within…
Descriptors: Computer Simulation, Experiential Learning, Observation, Concept Formation
Eskrootchi, Rogheyeh; Oskrochi, G. Reza – Educational Technology & Society, 2010
Incorporating computer-simulation modelling into project-based learning may be effective but requires careful planning and implementation. Teachers, especially, need pedagogical content knowledge which refers to knowledge about how students learn from materials infused with technology. This study suggests that students learn best by actively…
Descriptors: Males, Females, Science Projects, Student Projects
Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills