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Showing 1 to 15 of 41 results Save | Export
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Orakarn Laoharutanun; Noawanit Songkram; Danupol Hoonsopon – Journal of Information Technology Education: Research, 2025
Aim/Purpose: The study investigated how immersive learning environments could be used to encourage student engagement and reuse intentions by integrating desktop augmented reality (AR) into the classroom among primary school students. Background: This paper addresses the potential applications of immersive technology for younger learners and…
Descriptors: Foreign Countries, Computer Simulation, Elementary School Students, Computer Uses in Education
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Cheng-Hung Wang – Education and Information Technologies, 2025
In the post-COVID-19 era, information education with highly interactive teaching methods has become increasingly common. In particular, the metaverse and virtual reality (VR) technology can be used in novel learning methods to leverage the intuitiveness, immersivity, and interactivity of VR. For example, students could use VR to simulate…
Descriptors: Computer Simulation, Instructional Materials, Natural Sciences, Elementary Secondary Education
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Fowler, Samuel; Cutting, Chelsea; Kennedy, JohnPaul; Leonard, Simon N.; Gabriel, Florence; Jaeschke, Wayne – Mathematics Education Research Journal, 2022
Spatial reasoning has been shown to be an important, trainable cognitive skillset for developing successful engagement in science, technology, engineering and mathematics (STEM), but little empirical work has been conducted in the context of digitally mediated pedagogies. This paper reports on a study into the effectiveness of a technologically…
Descriptors: Foreign Countries, Student Attitudes, Middle School Students, STEM Education
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Melese Astatke; Cathy Weng; Abebayehu Yohannes; Matere M. Isaac; Wei-Kai Liou – Educational Technology Research and Development, 2024
This quasi-experimental study examined the influences of an Immersive Virtual Reality (IVR) adoption in the classroom and compared learning achievement, motivation, and perception between two versions of the learning approaches (IVR-based STREAM learning and Desktop Virtual Reality (DVR)-based STREAM learning). Twenty middle school students in the…
Descriptors: Middle School Students, Computer Simulation, Augmentative and Alternative Communication, Workstations
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Nguyen, Ha; Santagata, Rossella – Journal of Research in Science Teaching, 2021
Researchers have found that computer modeling fosters the learning of causal mechanisms in systems, an important crosscutting concept in science that many novice learners find challenging. Despite the research that highlights the role of teacher's instructional practices in enacting computer tools, few studies have considered teachers' use of…
Descriptors: Computer Simulation, Models, Middle School Students, Hispanic American Students
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Jamie Loizzo; Caroline Nickerson; Caroline Barnett; Taylor Nash; Laura Warner; Savanna Barry; Micheal Allen – Applied Environmental Education and Communication, 2023
Virtual reality (VR) and electronic field trips (EFT) can introduce youth to natural environments, climate change mitigation strategies, and related STEM careers. We developed a VR and EFT outreach program featuring scientists working on living shorelines for coastal restoration as a response to sea-level rise and examined the program's impacts on…
Descriptors: Computer Simulation, Field Trips, Computer Uses in Education, STEM Education
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Haas, Alison; Grapin, Scott; Simon, Katie; Llosa, Lorena; Lee, Okhee – Science and Children, 2021
As computational models are becoming more widely used with the release of "A Framework for K-12 Science Education" (NRC 2012) and the "Next Generation Science Standards" ("NGSS"; NGSS Lead States 2013), these models are reshaping the way science is practiced in increasingly diverse classrooms. For students classified…
Descriptors: Science Instruction, English Language Learners, Teaching Methods, Grade 5
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Manouchehri, Azita; Sanjari, Azin – North American Chapter of the International Group for the Psychology of Mathematics Education, 2019
We analyzed 5th grade students' interactions with one computer-based modeling simulation to examine how they defined and prioritized variables in a dynamically simulated environment. Results revealed that exposure to the simulation environment helped students visualize continuous motions, interpret the different quantities present in the model,…
Descriptors: Mathematical Models, Grade 5, Elementary School Students, Computer Simulation
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
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Hung, Y.-H.; Chen, C.-H.; Huang, S.-W. – Journal of Computer Assisted Learning, 2017
The objective of this study was to determine the usefulness of augmented reality (AR) in teaching. An experiment was conducted to examine children's learning performances, which included the number of errors they made, their ability to remember the content of what they had read and their satisfaction with the three types of teaching materials,…
Descriptors: Instructional Materials, Computer Simulation, Picture Books, Visual Aids
Bowen, Mary Michelle – ProQuest LLC, 2018
The introduction of low-cost hand-held devices has provided K-12 educators with the opportunity to teach using virtual reality (VR). However, the efficacy of VR in K-12 classrooms for teaching and learning has not been established. Therefore, the purpose of this quasi-experimental study was to examine the influence of virtual reality field trips…
Descriptors: Computer Simulation, Student Motivation, Academic Achievement, Middle School Students
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Zoupidis, Anastasios; Spyrtou, Anna; Pnevmatikos, Dimitris; Kariotoglou, Petros – Themes in eLearning, 2018
In the present paper, we have examined the impact of explicit linkage between simulated (i.e., virtual) and real (i.e., physical) experimental settings in order to scaffold conceptual understanding, in the case of floating and sinking (F/S) phenomena explanations. This research is part of a research-based curriculum project and has been…
Descriptors: Computer Simulation, Science Experiments, Science Instruction, Concept Formation
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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
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Johnson, Heather Lynn; Hornbein, Peter; Azeem, Sumbal – Mathematics Teacher, 2016
The authors provide a dynamic Ferris wheel computer activity that teachers can use as an instructional tool to help students investigate functions. They use a student's work to illustrate how students can use relationships between quantities to further their thinking about functions.
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Computer Uses in Education
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Anderson-Pence, Katie; Moyer-Packenham, Patricia – Journal of Computers in Mathematics and Science Teaching, 2016
This exploratory study examined the influence of different virtual manipulative (VM) types on the nature of student pairs' techno-mathematical discourse (TMD). Three fifth-grade student pairs participated in 9 sessions of mathematics instruction using VMs. The study compared three VM types: linked, pictorial, and tutorial. Students' levels of…
Descriptors: Computer Simulation, Manipulative Materials, Computer Uses in Education, Mathematics Instruction
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