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Showing 1 to 15 of 18 results Save | Export
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Zahra Firdaus; Siti Zubaidah; M. Munzil – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2024
The biological concept has a broad scope and requires the visualisation of bioprocesses to provide complex understanding. Learning media can help visualise bioprocesses to enhance students' cognitive abilities. The study aimed to develop, test the practicality, and test the effectiveness of video animation in improving grade XI high school…
Descriptors: High School Students, Video Technology, Animation, Multimedia Instruction
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Humble, Niklas – Education and Information Technologies, 2023
Due to increased need of professionals on the future labour market with competence in programming, many countries have integrated programming in kindergarten to grade 12 (K-12) education. In 2017, programming was integrated in Swedish primary and secondary school curriculum and the courses of Mathematics and Technology. Research has highlighted…
Descriptors: Secondary School Students, Mathematics Instruction, Programming, Teaching Methods
Martínez D., Omar; Obaya V., Adolfo Eduardo; Hernández B., Martha P.; Ponce P., Rubén Gerardo; Montaño O., Carlos; Vargas R., Yolanda Marina – Online Submission, 2020
Chemistry teaching learning is considered as difficult and boring. The definition of play, based on authors such as Freud, Piaget and Vigotsky, is presented as a stimulating, pleasant and voluntary activity that in the student facilitates his learning and encompasses the different facets of his physical, psychic, social and emotional development.…
Descriptors: Educational Games, Science Education, Science Instruction, Chemistry
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Pang, Dennis Choon Guan – International Association for Development of the Information Society, 2021
This paper describes how an Immersive Virtual Reality (VR) Classroom in a secondary school in Singapore is used to enhance learning through visualization and deepen understanding of science and increase interest and enjoyment in science. The VR Classroom is a futuristic classroom that taps the affordances of VR and AR to enhance HCI…
Descriptors: Computer Simulation, Virtual Classrooms, Learner Engagement, Secondary School Curriculum
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Tomara, Marina; Gouscos, Dimitris – Journal of Educational Computing Research, 2019
In this work, we describe an educational approach based on augmented reality (AR) and mobile technology that has been developed with the aim to engage students in a learning procedure regarding the electric forces as well as Coulomb's Law. Initially, we present the AR learning environment and we explain its design principles with respect to the…
Descriptors: Computer Simulation, Simulated Environment, Handheld Devices, Science Education
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Holly, Michael; Pirker, Johanna; Resch, Sebastian; Brettschuh, Sandra; Gütl, Christian – Educational Technology & Society, 2021
Skills in science, technology, engineering, and mathematics (STEM) are increasingly in demand. Theoretical knowledge and formulas alone are frequently not sufficient to understand complex phenomena. Simulations are a valuable tool to support the conceptual understanding by visualizing invisible processes. The constant interaction with the learning…
Descriptors: Instructional Design, STEM Education, Computer Simulation, Visualization
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Eliyawati; Sunarya, Yayan; Mudzakir, Ahmad – Journal of Science Learning, 2017
This study aims to investigate solar cell as learning multimedia to improve students' scientific literacy on science and nanotechnology. Specifically, it describes learning design, the characteristic of developed learning multimedia and the description of learning activities using solar cell as learning multimedia to improve students' scientific…
Descriptors: Multimedia Materials, Multimedia Instruction, Science Instruction, Scientific Literacy
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Johnson, Claire – Online Submission, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…
Descriptors: Foreign Countries, Secondary School Students, Qualitative Research, Case Studies
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Melero, Javier; Hernández-Leo, Davinia; Sun, Jing; Santos, Patricia; Blat, Josep – British Journal of Educational Technology, 2015
Over the last few years, the use of mobile technologies has brought the formulation of location-based learning approaches shaping new or enhanced educational activities. Involving teachers in the design of these activities is important because the designs need to be aligned with the requirements of the specific educational settings. Yet analysing…
Descriptors: Educational Technology, Telecommunications, Technology Uses in Education, Learning Activities
Donnelly, Dermot F.; Linn, Marcia C.; Ludvigsen, Sten – Review of Educational Research, 2014
The National Science Foundation-sponsored report "Fostering Learning in the Networked World" called for "a common, open platform to support communities of developers and learners in ways that enable both to take advantage of advances in the learning sciences." We review research on science inquiry learning environments (ILEs)…
Descriptors: Science Education, Inquiry, Active Learning, Educational Environment
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Stieff, Mike – Journal of Research in Science Teaching, 2011
The present article discusses the design and impact of computer-based visualization tools for supporting student learning and representational competence in science. Specifically, learning outcomes and student representation use are compared between eight secondary classrooms utilizing The Connected Chemistry Curriculum and eight secondary…
Descriptors: Secondary School Science, Chemistry, Lecture Method, Computer Uses in Education
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Janssen, Jeroen; Erkens, Gijsbert; Kirschner, Paul A.; Kanselaar, Gellof – Instructional Science: An International Journal of the Learning Sciences, 2010
This research investigates the role of representational guidance by comparing the effects of two different representational tools. We used a design with two different groups defined by the type of argumentative diagram students co-constructed while working in a computer-supported collaborative learning (CSCL) environment. The Graphical Debate-tool…
Descriptors: Visualization, Secondary Education, Cooperative Learning, Pretests Posttests
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 12th International Conference on Mobile Learning 2016, which was organized by the International Association for Development of the Information Society, in Vilamoura, Algarve, Portugal, April 9-11, 2016. The Mobile Learning 2016 Conference seeks to provide a forum for the presentation and discussion of…
Descriptors: Foreign Countries, Conferences (Gatherings), Conference Papers, Telecommunications
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Prayaga, Lakshmi; Coffey, John W. – Journal of Educational Technology, 2008
Several studies have demonstrated that games have been effectively used as an instructional strategy to motivate and engage students. This paper presents the use of the process of game development as an instructional strategy to promote higher order thinking skills. An analysis of the various aspects of game development including graphics,…
Descriptors: Computer Games, Educational Games, Thinking Skills, Critical Thinking
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Liu, Suxia; Zhu, Xuan – Journal of Geography, 2008
Geographic information systems (GIS) are computer-based tools for geographic data analysis and spatial visualization. They have become one of the information and communications technologies for education at all levels. This article reviews the current status of GIS in schools, analyzes the requirements of a GIS-based learning environment from…
Descriptors: Geography Instruction, Constructivism (Learning), Visualization, Information Systems
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