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Showing 1 to 15 of 26 results Save | Export
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Jana Gonnermann-Müller; Jule M. Krüger – Journal of Computer Assisted Learning, 2025
Background: Despite the numerous positive effects of augmented reality (AR) on learning, previous research has shown ambiguous results regarding the cognitive demand on the learner arising from, for example, the overlay of virtual elements or novel interaction techniques. At the same time, the number of evidence-based guidelines on designing AR is…
Descriptors: Computer Simulation, Computer Assisted Design, Difficulty Level, Cognitive Processes
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Sukirman, Sukirman; Ibharim, Laili Farhana Md; Said, Che Soh; Murtiyasa, Budi – Informatics in Education, 2022
Research trends on computational thinking (CT) and its learning strategies are showing an increase. The strategies are varying, for example is using games to provide enjoyment, engagement, and experience. To improve the high level of immersion and presence of game objects, learning strategies through games can be improved by virtual reality (VR)…
Descriptors: Computation, Thinking Skills, Game Based Learning, Computer Simulation
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Suwicha Wittayakom; Chintana Kanjanavisutt; Methinee Wongwanich Rumpagaporn – Higher Education Studies, 2024
This systematic literature review explores the implementation and effectiveness of active learning approaches in online training environments. The rapid growth of online education necessitates strategies that enhance learner engagement and improve educational outcomes. The review identifies various active learning techniques, such as discussions,…
Descriptors: Online Courses, Training, Active Learning, Learning Strategies
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Chi-Jen Lin; Husni Mubarok; Rakha Ramadhana A.B.; Samuel Gasperius; Chia-Ying Liu; Salisa Sawettanun; Kantapat Meesomyut; Ling-Rong Zheng – Interactive Learning Environments, 2024
This systematic review aimed to investigate the role of technology as a solution in Speech-Language Pathology (SLP). A total of 49 articles published between 2004 and 2023 were examined to gather information on general aspects, methodology, technology implementation, learning outcomes, and limitations and solutions related to technology-enhanced…
Descriptors: Educational Trends, Technology Uses in Education, Learning Strategies, Speech Language Pathology
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Pinto, Rafael Darque; Peixoto, Bruno; Melo, Miguel; Cabral, Luciana; Bessa, Maximino – Education Sciences, 2021
Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new…
Descriptors: Second Language Learning, Second Language Instruction, Research Reports, Computer Games
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Ruggeri, Anneliese; Dancel, Alina; Johnson, Robert; Sargent, Barbara – Autism: The International Journal of Research and Practice, 2020
Difficulty performing age-appropriate motor skills affects up to 83% of children with autism spectrum disorder. This systematic review examined the effect of motor and physical activity intervention on motor outcomes of children with autism spectrum disorder and the effect of motor learning strategies on motor skill acquisition, retention, and…
Descriptors: Difficulty Level, Motor Development, Physical Activities, Retention (Psychology)
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de Freitas, Sara; Griffiths, Mark – Learning, Media and Technology, 2008
Nowhere in the current digital technology landscape is the process of "blurring the lines between media" more apparent than with the uses and applications of gaming practices and technologies. Here the overlaps between new media and media interfaces are becoming significant as games technologies and practices are becoming more pervasive as…
Descriptors: Educational Practices, Educational Technology, Internet, Computers
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Rieber, Lloyd P. – Educational Technology Research and Development, 1996
Provides a brief overview of the history, research, and theory related to play. Research from education, psychology, and anthropology suggests that play is a powerful mediator for lifelong learning, and the design of hybrid learning environments is suggested based on the constructivist concept of microworlds and supported with games and…
Descriptors: Computer Assisted Instruction, Computer Simulation, Constructivism (Learning), Educational Environment
O'Reilly, Daniel J.; Brandenburg, Dale C. – Online Submission, 2006
Because of perceived advantages, simulations are increasingly being used for performance-based training. This is a review of computer simulation as a learning tool, and its application within the context of disaster preparedness. Concepts from established learning theory are examined and research verifiable by empirical data is referenced. To…
Descriptors: Learning Theories, Emergency Programs, Computer Simulation, Teaching Methods
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Herbert, James T. – Journal of Experiential Education, 2000
Disability simulation offers a promising intervention when used in conjunction with other learning methods. Issues discussed include orientation activities that increase awareness and provide a context for examining personal values and biases, ethical and safety concerns, the role of the facilitator, and areas of inquiry specific to disabilities…
Descriptors: Attitude Change, Attitudes toward Disabilities, Disabilities, Experiential Learning
Zwart, Willem Jaap – 1992
This paper argues that Merrill's instructional transaction theory provides a framework that can decrease learners' problems in using computer simulations by specifying transaction shells rather than frames in designing interactive courseware. The three types of data used in a transaction, i.e., an instructional algorithm, are identified as a…
Descriptors: Computer Simulation, Computer Software Development, Courseware, Educational Environment
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Asakawa, Tasia; Gilbert, Nigel – Simulation & Gaming, 2003
Draws on published evaluations of Internet-mediated (I-M) educational, business, and policy games to establish an inventory of lessons for future I-M ames. These types of I-M games have important concerns in common: objectives, role-play, synchronicity, game facilitation, and participant interaction. Lessons of design and implementation derived…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Educational Technology
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Cook-Kallio, Cheryl – Social Studies Review, 1992
Describes a teacher-developed simulation designed to teach cultural geography to students in the middle grades. Contends that this interdisciplinary activity can be adapted to fit teacher or curriculum needs. Includes student instructions and descriptions of six pilgrimages. (CFR)
Descriptors: Cooperative Learning, Geography Instruction, History Instruction, Instructional Materials
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Hesketh, Beryl; And Others – Educational and Training Technology International, 1989
Reviews the literature in the area of cognitive psychology that is relevant to training for transfer of skills. The roles of models, schema, and principles in transfer are discussed, the way in which examples facilitate schema acquisition is summarized, and the relation of schema to procedural and discovery learning is outlined. (43 references)…
Descriptors: Cognitive Psychology, Discovery Learning, Learning Strategies, Literature Reviews
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Lieberman, Debra A.; Linn, Marcia C. – Journal of Research on Computing in Education, 1991
Considers three main components of self-directed learning: (1) topic knowledge; (2) procedural skills; and (3) self-monitoring. The role of computer-assisted instruction in autonomous learning is discussed, software that fosters independent problem solving is reviewed, and it is recommended that computers be incorporated in courses emphasizing…
Descriptors: Computer Assisted Instruction, Computer Simulation, Computer Software Reviews, Courseware
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