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Showing all 12 results Save | Export
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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
Evode Mukama; Prisca Byukusenge – Journal of Learning for Development, 2023
This case study is an attempt to investigate how computer simulations can contribute to engaging students' active participation in knowledge creation through chemistry learning. Empirical data were collected through interviews, a survey, and a test on secondary school student performance in Rwanda. The findings reveal four main forms of…
Descriptors: Computer Simulation, Learner Engagement, Foreign Countries, Teaching Methods
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Cetintav, Gulay; Yilmaz, Ramazan – Journal of Educational Computing Research, 2023
This study aimed to investigate the effects of augmented reality (AR) applications in geometry teaching on academic achievement, self-regulated learning skills (SRLS), and motivation of secondary school students. The research was carried out on students in the eighth grade at a state secondary school in Turkey. The research was carried out…
Descriptors: Computer Simulation, Geometry, Mathematics Instruction, Mathematics Achievement
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Graeske, Caroline; Sjöberg, Sofia Aspling; Thunberg, Stina – International Education Studies, 2022
Several studies have shown that Swedish students' reading comprehension and ability to understand fiction are decreasing year by year. Numerous alarming reports point to the unsustainable situation concerning young people's reading engagement, but the ideas of how it can be remedied are few. This study aims to investigate and evaluate a didactic…
Descriptors: Secondary School Students, Fiction, Computer Simulation, Learner Engagement
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Maggie Mosher; Bruce Frey; Adam Carreon; Sean Smith; Amber Rowland; Alisa Lowrey – Journal of Interactive Learning Research, 2024
The primary aim of this manuscript is to describe the process of developing a reliable and valid instrument for measuring all users, including students with disabilities, sense of presence in a virtual environment. Presence can be described as feeling a part of another place other than where you are. A seven-step process is discussed and was…
Descriptors: Test Construction, Test Reliability, Test Validity, Students with Disabilities
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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
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Chang, Alexander C.; Machnicki, Noelle J.; Garcia, Sarah N.; Roden, William H.; Coombs, Corey A.; Carter, Rebecca A.; Bass, Kristin M.; Jones, Amanda L. – Journal of STEM Outreach, 2021
Seattle Children's Research Institute has built a series of in-person education programs to inspire and empower students to explore futures in biomedical research and healthcare. The COVID-19 pandemic prevented us from offering an in-person laboratory program, forcing a rapid pivot to an online format. The Virtual Research Training Program (VRTP)…
Descriptors: COVID-19, Pandemics, School Closing, Online Courses
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Paracha, Samiullah; Hall, Lynne; Clawson, Kathy; Mitsche, Nicole – International Journal of Virtual and Personal Learning Environments, 2020
Virtual environments have the potential to be an important teaching tool for emotionally sensitive issues capable of producing a sense of presence, perspective-taking and introspection in users in a risk-free, rapid feedback experience. In designing such experiences, it is essential that users are regularly engaged in a collaborative design…
Descriptors: Computer Simulation, Emotional Development, Social Development, Empathy
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Rutten, Nico; van der Veen, Jan T.; van Joolingen, Wouter R. – International Journal of Science Education, 2015
In this study we investigated the pedagogical context of whole-class teaching with computer simulations. We examined relations between the attitudes and learning goals of teachers and their students regarding the use of simulations in whole-class teaching, and how teachers implement these simulations in their teaching practices. We observed…
Descriptors: Inquiry, Computer Simulation, Statistical Analysis, Teaching Methods
Tuck, Ahmal R. – ProQuest LLC, 2013
At-risk students are a part of the educational population of school aged students whose goals are to graduate upon completion of all required coursework in an educational institution. In the beginning, there were only brick-and-mortar schools before the 21st century primarily until virtual and/or online schools came into existence in the late…
Descriptors: At Risk Students, Dropouts, Online Courses, Nontraditional Education
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2019
For the forty-second time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains papers dealing…
Descriptors: Educational Technology, Electronic Learning, Technology Uses in Education, Teaching Methods
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Birchfield, David; Megowan-Romanowicz, Colleen – International Journal of Computer-Supported Collaborative Learning, 2009
Conversational technologies such as email, chat rooms, and blogs have made the transition from novel communication technologies to powerful tools for learning. Currently virtual worlds are undergoing the same transition. We argue that the next wave of innovation is at the level of the computer interface, and that mixed-reality environments offer…
Descriptors: Elementary Secondary Education, Achievement Gains, Student Participation, Earth Science