Publication Date
In 2025 | 1 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 12 |
Since 2016 (last 10 years) | 15 |
Since 2006 (last 20 years) | 18 |
Descriptor
Source
Author
Feng, Sijia | 2 |
Jin, Shuaizhen | 2 |
Wang, Jun | 2 |
Zhong, Zheng | 2 |
Ailing Qiao | 1 |
Al-Najrani, Hamda Ibrahim | 1 |
Billinghurst, Mark | 1 |
Chang, Yu-Shan | 1 |
Chen, Wenli | 1 |
Chen, Yi-Ching | 1 |
Chin-Wen Liao | 1 |
More ▼ |
Publication Type
Journal Articles | 17 |
Reports - Research | 16 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Reports - Evaluative | 1 |
Education Level
Junior High Schools | 19 |
Middle Schools | 18 |
Secondary Education | 18 |
Elementary Education | 9 |
Grade 7 | 4 |
Grade 8 | 3 |
Grade 9 | 3 |
High Schools | 3 |
Adult Education | 1 |
Elementary Secondary Education | 1 |
Grade 6 | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
Academic Motivation Scale | 1 |
What Works Clearinghouse Rating
Selena Steinberg; Melissa Gresalfi; Lauren Vogelstein; Corey Brady – Journal of Research on Technology in Education, 2024
This paper considers how a curricular design that integrated computer programming and creative movement shaped students' engagement with computing. We draw on data from a camp for middle schoolers, focusing on an activity in which students used the programming environment NetLogo to re-represent their physical choreography. We analyze the extent…
Descriptors: Dance, Programming, Computation, Computer Simulation
Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
Özçakir, Bilal; Çakiroglu, Erdinç – Education and Information Technologies, 2022
In school mathematics, representations of solid figures and three-dimensional geometric objects generally rely on two-dimensional projective representation modes on students' textbooks. In learning environments, these representation modes create a kind of cognitive filter, which prevents students with low spatial ability to comprehend and envision…
Descriptors: Spatial Ability, Middle School Students, Computer Simulation, Mathematics Education
Huda S. Alazmi; Ghader M. Alemtairy – Education and Information Technologies, 2024
There is increasing educational interest in immersive virtual reality (IVR) applications which aid student learning and performance. However, few empirical studies have investigated the potential for implementing the technology in middle-school social studies classrooms. This study employed a quasi-experimental approach to address this issue,…
Descriptors: Computer Simulation, Field Trips, Middle School Students, Social Studies
Ching-Huei Chen; Wen-Pi Chan; Kun Huang; Chin-Wen Liao – Research in Science & Technological Education, 2023
Background: Museums have been paying an increasing attention to the design of experiences conducive to informal learning. While spontaneous inquiries in museums often pique visitors' intrinsic motivation to learn, certain structures or scaffolds are needed to facilitate sense making in museum learning. Two promising approaches are identified:…
Descriptors: Informal Education, Metacognition, Scaffolding (Teaching Technique), Computer Simulation
Chen, Yi-Ching; Chang, Yu-Shan; Chuang, Meng-Jung – Journal of Computer Assisted Learning, 2022
Virtual reality (VR) can promote design performance, and may generate a high cognitive load and affect creative design thinking as well. In order to examine the effect of VR application on cognitive load and engineering design creativity, this study recruited 81 eighth-grade students as participants and employed a non-equivalent-groups…
Descriptors: Computer Simulation, Cognitive Processes, Difficulty Level, Creative Thinking
Zhong, Baichang; Zheng, Jijun; Zhan, Zehui – Interactive Learning Environments, 2023
This study examined the effects of virtual and physical robots (VPR) using in different learning stages (simple session/complex session) in a robotics programming course. A quasi-experimental design was implemented with 84 junior high school students from two classes. One class with 44 students used combination of VPR strategy for learning,…
Descriptors: Robotics, Programming, Junior High School Students, Educational Technology
Zhong, Zheng; Wang, Jun; Deng, Yaxin; Jin, Shuaizhen; Feng, Sijia; Li, Ruining – Education and Information Technologies, 2023
Many studies have explored the effect of grouping and task distribution strategies in collaborative learning in the conventional condition, for example, grouping based on student's learning style, gender diversity, and motivation, but few studies have investigated the impact of heterogeneous grouping with mixed gender and ability factors and the…
Descriptors: Electronic Learning, Cooperative Learning, Group Dynamics, Grouping (Instructional Purposes)
Zhong, Zheng; Zhang, Guoliang; Jin, Shuaizhen; Wang, Jun; Ma, Ni; Feng, Sijia – Education and Information Technologies, 2022
Immersive Virtual Reality (IVR) aims to bring simulated learning experience but could bring about higher cognitive load and be less accommodating to different cognitive styles. Meanwhile, Peer Instruction (PI), when integrated into IVR-based course, has the potential to address the needs of different cognitive styles and reduce cognitive load.…
Descriptors: Peer Teaching, Cognitive Style, Educational Environment, Computer Simulation
Liu, Qingtang; Yu, Shufan; Chen, Wenli; Wang, Qiyun; Xu, Suxiao – Journal of Computer Assisted Learning, 2021
While the use of experiments is important for developing students' scientific knowledge and skills, challenges may arise when teachers and students are conducting experiments in class, such as non-reusable experimental resources, safety issues and difficulties simulating some specific effects. Augmented reality (AR) technology affords an…
Descriptors: Science Experiments, Computer Simulation, Magnets, Junior High School Students
Elsayed, Sabah Abdalla; Al-Najrani, Hamda Ibrahim – EURASIA Journal of Mathematics, Science and Technology Education, 2021
This research aimed to identify the effectiveness of augmented reality technology on improving visual thinking in mathematics and academic motivation among middle school learners in Saudi Arabia. To accomplish the research objectives, the experimental method with a quasi-experimental design was adopted and it included an experimental group and a…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Thinking Skills
Ibili, Emin; Billinghurst, Mark – International Journal of Assessment Tools in Education, 2019
In this study, the relationship between the usability of a mobile Augmented Reality (AR) tutorial system and cognitive load was examined. In this context, the relationship between perceived usefulness, the perceived ease of use, and the perceived natural interaction factors and intrinsic, extraneous, germane cognitive load were investigated. In…
Descriptors: Cognitive Processes, Difficulty Level, Correlation, Usability
Danielle Eve Schneider – ProQuest LLC, 2021
Immersive virtual reality as a tool in the middle-school classroom is a promising avenue to aid in cognitively challenging tasks requiring access to visual processes. As these tools become ever present in society, the expectation of school districts to include them into classroom curricula has become challenging, as there is inconsistent data…
Descriptors: STEM Education, Middle Schools, Computer Simulation, Technology Uses in Education
Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving
Eckhardt, Marc; Urhahne, Detlef; Harms, Ute – Education Sciences, 2018
Intuitive knowledge seems to influence human decision-making outside of consciousness and differs from deliberate cognitive and metacognitive processes. Intuitive knowledge can play an essential role in problem solving and may offer the initiation of subsequent learning processes. Scientific discovery learning with computer simulations leads to…
Descriptors: Computer Simulation, Grade 8, Secondary School Students, Foreign Countries
Previous Page | Next Page »
Pages: 1 | 2