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Chan, Wendy; Oh, Jimin – Journal of Experimental Education, 2023
Many generalization studies in education are typically based on a sample of 30-70 schools while the inference population is at least twenty times larger. This small sample to population size ratio limits the precision of design-based estimators of the population average treatment effect. Prior work has shown the potential of small area estimation…
Descriptors: Generalization, Computation, Probability, Sample Size
Keisha C. A. Antoine; Lealon L. Martin; Jorge F. Gabitto – Chemical Engineering Education, 2024
In this paper we demonstrate that using mixed reality (MR) technology can innovate our chemical engineering laboratory curriculum at Prairie View A&M University, a Historically Black College/University (HBCU). Particularly, we describe the development of a MR proof of concept to carry out a traditional fluid mechanics lab -- pressure drop as a…
Descriptors: Science Instruction, Black Colleges, Chemical Engineering, Science Laboratories
Rebecca L. Hite; Gina M. Childers; Jill Hoffman – International Journal of Science Education, Part B: Communication and Public Engagement, 2025
The transformation of natural history and science museums from receptacles (temples) to facilitators (forums) of knowledge fosters discourse around issues relating to science and society, known as social scientific issues (SSI). To assist guests with enhanced object-based learning, extended reality (XR) technologies are thought to leverage the…
Descriptors: Social Theories, Science and Society, Science Education, Museums
Rosario, Martín G. – Journal of Learning and Teaching in Digital Age, 2022
While cadaver dissection and prosection are deemed quintessential methods for studying anatomy, these methods are attenuated by the flat, 2-D structures incorporated into didactic segments of the anatomy courses that minimize students' ability to comprehend anatomy, leading to constraints in the teaching and learning experience. Several tools,…
Descriptors: Computer Simulation, Laboratory Procedures, Instructional Materials, Physical Therapy
Verma, Amit; Purohit, Pratibha; Thornton, Timothy; Lamsal, Kamal – Industry and Higher Education, 2023
The fields of augmented reality (AR) and virtual reality (VR) have seen massive growth in recent years. Numerous degree programs have started to redesign their curricula to meet the high market demand for people qualified to fill related job positions. In this paper, the authors perform a content analysis of online job postings hosted on…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Karthik Mani; Amber B. Armstead; Lima Ghulmi; Flor Nunez; Amy Boyd – Journal of Occupational Therapy Education, 2023
Technology has transformed health science education delivery over the past decade. Students in all health science disciplines must learn and master anatomy to be successful in their education and career. Several virtual resources are available to learn anatomy. The University of Texas Medical Branch introduced Anatomage Table to its entry-level…
Descriptors: Occupational Therapy, Allied Health Occupations Education, Graduate Students, Anatomy
Rhonda Christensen; Gerald Knezek – International Journal of Technology in Education, 2025
Pre-post paired data gathered from 15 students enrolled in a career and technical education high school course focusing on teacher education were analyzed to measure the impact due to experiences in a simulated teaching environment. The main research focus was to explore the relationship between variables considered to be important for the success…
Descriptors: Career and Technical Education, High School Students, Career and Technical Education Teachers, Program Effectiveness
Rachel Jumper; Lisa Mize; Flóra Faragó; Jennifer Cantu – Journal of Family and Consumer Sciences, 2025
This paper explores how a fully online program at a primarily residential university developed an experiential learning field trip to align with university and department strategic plan goals. The development, organization, and assessment of the field trip experience is discussed in detail. In addition, data were collected from student and faculty…
Descriptors: Online Courses, Experiential Learning, Strategic Planning, Departments
Sneed, John C.; Deringer, S. Anthony; Hanley, Adam – Journal of Experiential Education, 2021
Background: Immersive technologies may be an avenue to explore the construct of human--nature connection more thoroughly and without some of the obstacles to accessing nature in-person. Purpose: The aim of this project was to discover if self-exposure to immersive virtual nature can lead to any change in nature connectedness. Methodology/Approach:…
Descriptors: Environmental Education, Computer Simulation, College Students, Experiential Learning
Brittney Heibel; Ryan Anderson; Marshall Swafford; Bradley Borges – Journal of Agricultural Education, 2024
Virtual reality (VR) technology is an advanced modern resource commonly integrated into various forms of training. VR training simulations are customizable in that quality-grading parameter settings, physical environment, and user capacity can be modified to personal or professional preference. In this study, VR technology training practices are…
Descriptors: Technology Integration, Computer Simulation, Sequential Approach, Training Methods
Rosario, Martín G. – Journal of Learning and Teaching in Digital Age, 2021
Conventional teaching methods, such as 2-dimensional PowerPoint presentations, are among the most common anatomy teaching tools. However, these methods do not allow depth perception of anatomical structures. Therefore, the purpose of this article is to report the incorporation and student's perception of a 3D anatomy app to an Occupational Therapy…
Descriptors: Anatomy, Occupational Therapy, Teaching Methods, Educational Technology
Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning
Mundy, Marie-Anne; Hernandez, Jose; Green, Marybeth – Journal of Instructional Pedagogies, 2019
Augmented reality continues to be lauded as a disruptive innovation in education. This research examines the perspectives of AR using educators who are Innovators and First Adopters in Roger's Diffusion of Innovation Scale. Attitudes towards AR were examined through a survey that included Likert-scale items and open-ended qualitative items.…
Descriptors: Computer Simulation, Computer Software, Teaching Methods, Comparative Analysis
West, Sandra S. – Technology and Engineering Teacher, 2018
Facilities are the foundation for safe and effective STEM teaching and learning, and the manner in which they are initially designed can either enhance or impede the quality of a program. This new focus on facilities in the U.S, and particularly in Texas, is needed to engage students in relevant and meaningful learning experiences that are aligned…
Descriptors: STEM Education, Educational Facilities, Learning Experience, Program Design
Carrell, John; Spott, Jessica; Johnson, Levi – Journal of STEM Education: Innovations and Research, 2021
LAZARUS is the Lab for the Analysis of Zombie Activity and Research into Undead Simulations. LAZARUS began in 2014 through a [UNIVERSITY] and [ISD] partnership, aimed at engaging K-12 students in rigorous research in a unique way. This partnership was the initial driving force in the conceptualization and creation of a super-computer known as the…
Descriptors: Elementary Secondary Education, Outreach Programs, STEM Education, At Risk Students