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Showing 1 to 15 of 19 results Save | Export
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Nunnery, Brandi; Kissel, Brian; Schrodt, Katie – Childhood Education, 2021
In March 2020, the COVID-19 pandemic brought great changes to classrooms and students around the world. As the virus swept into cities and communities, students were swept out of their routines--experiencing many sudden and profound losses. In one urban school district in the United States, elementary students lost the writing communities they had…
Descriptors: Distance Education, Writing Instruction, COVID-19, Pandemics
Putman, Shannon; Id-Deen, Lateefah – Educational Leadership, 2019
Virtual reality has the potential to revolutionize education because it immerses students in their learning, blocking out visual and auditory distractions and letting learners focus intensely on a structured learning experience. The authors describe how using virtual reality headsets helped 5th graders at Gavin Cochran Elementary School in…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
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Mikeska, Jamie N.; Howell, Heather; Straub, Carrie – International Journal of Testing, 2019
The demand for assessments of competencies that require complex human interaction is steadily growing as we move toward a focus on twenty-first century skills. As assessment designers aim to address this demand, we argue for the importance of a common language to understand and attend to the key challenges implicated in designing task situations…
Descriptors: Teacher Competencies, Performance Based Assessment, Simulated Environment, Teacher Evaluation
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Keller, Thomas; Glauser, Philipp; Ebert, Nico; Brucker-Kley, Elke – International Association for Development of the Information Society, 2018
This paper examines the use of Virtual Reality (VR) at Swiss secondary schools. Despite many years of research, no well-founded data are available on the effects of the technology on children's learning success. It is assumed that VR is compatible with the learning theory of constructivism through the possibility of immersion, interaction, 3D…
Descriptors: Educational Technology, Technology Uses in Education, Secondary Education, Computer Simulation
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Kyza, Eleni A.; Georgiou, Yiannis – Interactive Learning Environments, 2019
While learning can happen anywhere and everywhere, most educational practices in K-12 are confined within the walls of a classroom and the school; such practices narrowly define learning and exclude the opportunities that an expanded and digitally mediated definition of learning can offer. Augmented reality (AR) technologies offer exciting new…
Descriptors: Computer Simulation, Simulated Environment, Scaffolding (Teaching Technique), Inquiry
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Dickes, Amanda C.; Kamarainen, Amy; Metcalf, Shari J.; Gün-Yildiz, Semiha; Brennan, Karen; Grotzer, Tina; Dede, Chris – British Journal of Educational Technology, 2019
Research in the field of technology-enhanced learning has argued for a broader scope of technology-supported learning environments to include the design of activity systems which position students as active thinkers by reorganizing learning with technology around the practices of scholarly communities. In the context of elementary ecosystems…
Descriptors: Blended Learning, Technology Uses in Education, Computer Simulation, Simulated Environment
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Johnson, Aaron; Hicks, David; Ogle, Todd; Bowman, Doug; Cline, David; Ragan, Eric – Social Education, 2017
In 2014, Virginia's Montgomery County school division adopted a place-based social studies curriculum titled "My Place in Time and Space" for fifth grade students. The curriculum promotes an awareness of the impact of place on local knowledge and disciplinary understandings in southwest Virginia, while also connecting local history to…
Descriptors: Place Based Education, Elementary Education, Grade 5, Computer Simulation
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Kirkman, Robbie – Primary Science, 2016
The Eden Project, an educational charity based in Cornwall, is home to the largest rainforest in captivity and is a unique and awe-inspiring destination. It is one thing to talk about the idea of adaptation to environment but quite another to actually go into the rainforest and use your senses to explore up close living examples of ingenious plant…
Descriptors: Science Instruction, Elementary School Science, Science Curriculum, Science Activities
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Bos, Beth; Wilder, Lucy; Cook, Marcelina; O'Donnell, Ryan – Teaching Children Mathematics, 2014
The Common Core State Standards can be taught with Minecraft, an interactive creative Lego®-like game. Integrating Science, Technology, Engineering, and Mathematics (iSTEM) authors share ideas and activities that stimulate student interest in the integrated fields of science, technology, engineering, and mathematics (STEM) in K-grade 6 classrooms.
Descriptors: Educational Games, Student Interests, Elementary School Mathematics, Simulated Environment
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Northcote, Maria – Australian Primary Mathematics Classroom, 2015
Use of technology in the mathematics classroom has the potential to advance children's learning of mathematics and enhance their attitudes about mathematics. When used in conjunction with purposeful planning, teachers can use technological tools to reinforce their pedagogical intentions and to facilitate relevant learning activities for students.…
Descriptors: Mathematics Instruction, Elementary School Mathematics, Technology Uses in Education, Educational Technology
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Osowiecki, Maria; Francis, Robin – Teaching History, 2014
Year 9 think they know a lot about the First World War. After all, they read Michael Morpurgo's novel Private Peaceful in their English lessons all the way back in Year 7, they have seen Blackadder so many times they can recite it, and in the centenary year of the war's outbreak, they can hardly avoid it on television. But their view of the war…
Descriptors: War, History Instruction, Teaching Methods, Experiential Learning
Gomes, José Duarte Cardoso; Figueiredo, Mauro Jorge Guerreiro; Amante, Lúcia da Graça Cruz Domingues; Gomes, Cristina Maria Cardoso – International Association for Development of the Information Society, 2014
Gaming activities are an integral part of the human learning process, in particular for children. Game-based learning focuses on motivation and children's engagement towards learning. Educational game-based activities are becoming effective strategies to enhance the learning process. This paper presents an educational activity focusing to merge…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Teaching Methods
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Gibb, Heather; Miller-Struttmann, Nicole – Science and Children, 2015
Archaeology provides the chance to ask questions about human culture, past and present, using artifacts as evidence. By studying archaeology, students learn about how people in their region found and prepared food, responded to changes in their environment (e.g., flooding, earthquakes, droughts), and interacted with other peoples. This article…
Descriptors: Archaeology, Elementary School Science, Elementary School Students, Grade 4
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Connelly, Jan – English in Australia, 2011
As the tectonic plates of technology shift across human networks, dedicated and determined educators understand that the integration of digital mediated texts and the new literacies competencies they engender, amount to little without pedagogical ingenuity, innovative adaptation, and creative application. This article is a response to the rapidly…
Descriptors: Schools, Educational Technology, Computer Simulation, Females
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Hansbol, MIkala; Meyer, Bente – E-Learning and Digital Media, 2011
This article takes as its point of departure a language project which is a subproject under the larger ongoing (2007-2011) research project Serious Games on a Global Market Place. The language project follows how the virtual universe known as Mingoville (http://www.mingoville.com) becomes an actor in English education for beginners. The virtual…
Descriptors: English (Second Language), Second Language Instruction, Simulated Environment, Role
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