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Showing all 7 results Save | Export
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Tessaly Jen; Corey Brady; Lauren Vogelstein – Journal of Science Education and Technology, 2025
Conceptual, emotional, and political challenges are entangled in environmental issues, yet science education often focuses exclusively on the conceptual dimension. To address this, we developed a design workshop to study how high-school youth could integrate all three in their creations. Specifically, we explored how youth negotiated visions of…
Descriptors: Environmental Education, Sustainability, Experiential Learning, Student Participation
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Jon-Chao Hong; Jhen-Ni Ye; Jian-Hong Ye; Ling-Wen Kung – Interactive Learning Environments, 2024
Attentional control theory indicates that concentration is considered an important variable that contributes to learning. There are some devices for players to practice their concentration, but there are few virtual reality (VR) designs which can increase the level of difficulty for students to discipline their mental concentration with…
Descriptors: Attention Control, Predictor Variables, Cognitive Processes, Difficulty Level
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Hensel, Margaret; Bryan, Jovan; McCarthy, Carolyn; McNeal, Karen S.; Norfles, Nicole; Rath, Kenneth; Rooney-Varga, Juliette N. – Journal of Geoscience Education, 2023
Despite clear scientific evidence to support an urgent need to cut greenhouse gas emissions, societal action remains inadequate to meet international climate goals. New approaches in climate change communication are needed to motivate climate action. "World Climate" is an interactive, engaging, and socially rich role-play simulation that…
Descriptors: Participation, Teaching Methods, Climate, Change
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Bodzin, Alec; Junior, Robson Araujo; Hammond, Thomas; Anastasio, David – Journal of Science Education and Technology, 2021
An immersive virtual reality (iVR) game for high school students to learn about locations in their watershed with a primary focus on their city was designed and developed, employing a design model that focuses on flow. An exploratory study with the iVR game was conducted in an urban school in the eastern USA with 57 adolescents ages 16-18 from a…
Descriptors: High School Students, Computer Games, Computer Simulation, Place Based Education
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Preuß, Anna Katharina – International Journal of Game-Based Learning, 2020
The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a…
Descriptors: Personality Traits, Motivation, Computer Simulation, Computer Games
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Huang, Chiao Ling; Luo, Yi Fang; Yang, Shu Ching; Lu, Chia Mei; Chen, An-Sing – Journal of Educational Computing Research, 2020
The purpose of this study was to investigate the relationship among Taiwanese high school students' learning style, sense of presence, cognitive load, and affective and cognitive learning outcomes in an immersive virtual reality-based learning environment. This study used a teaching experiment intervention method. Seventy-seven students…
Descriptors: Cognitive Style, Difficulty Level, Outcomes of Education, Virtual Classrooms
Au, Wayne, Ed.; Bigelow, Bill, Ed.; Karp, Stan, Ed. – Rethinking Schools, Ltd, 2007
Since the first edition was published in 1994, Rethinking Our Classrooms has sold over 180,000 copies. This revised and expanded edition includes new essays on: (1) science and environmental education; (2) immigration and language; (3) military recruitment; (4) teaching about the world through mathematics; and (5) gay and lesbian issues. Creative…
Descriptors: Video Technology, Social Justice, Standard Spoken Usage, Childrens Literature