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Showing 1 to 15 of 121 results Save | Export
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Alsaaty, Falih M. – Research in Higher Education Journal, 2023
The purpose of this paper is to discuss the role of simulations to advance students' knowledge of the business enterprise, and illustrate the attributes of a selected simulation deployed in strategic management course. Business education is a transitional phase in the lives of college students designed to empower them to occupy managerial…
Descriptors: Business Administration Education, Knowledge Level, Simulation, Teacher Motivation
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Felix Averbeck; Simon Leifeling; Katja Müller; Thomas Schoenfelder – Electronic Journal of e-Learning, 2024
The use of virtual reality and 360° videos has been little researched so far, especially in social work studies and teaching. The reasons for this are the low prevalence of VR headsets in social work courses and the fundamental technological deficit in social work, which means the lack of clear causal chains within it. Professionals must adapt…
Descriptors: Computer Simulation, Computer Uses in Education, Video Technology, Social Work
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Lee McCallum – Journal for Multicultural Education, 2024
Purpose: This paper aims to present a lesson that showcases how artificial intelligence (AI) tools may be chiefly used in L2 language classrooms to design culture-focussed telecollaboration tasks and aid their completion by students. Design/methodology/approach: The paper begins by reviewing traditional approaches and guidance for developing…
Descriptors: Artificial Intelligence, Intercultural Communication, Second Language Learning, Telecommunications
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Walkington, Candace; Gravell, Jamie; Velazquez, José A.; He, Tianyu; Hickey, George; Nathan, Mitchell J.; Cuevas, Anthony – Grantee Submission, 2021
Augmented Reality (AR) and Virtual Reality (VR) platforms now support shared, immersive experiences that enable people to directly physically and perceptually engage with mathematical objects, including shared objects. These new forms of AR/VR technology -- which we call "shared holographic AR/VR" (shAR) -- enable multiple learners to…
Descriptors: Cooperative Learning, Electronic Learning, Computer Simulation, Mathematics Education
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Özyalçin, Büsra; Avci, Filiz – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2022
The present study aimed to develop, introduce, and conduct an activity for the integration of augmented reality to the jigsaw IV technique in a planned and systematic manner. The activity developed for secondary school students is related to the "Pure Substances" subject which it is included in the "Particulate structure of…
Descriptors: Computer Simulation, Cooperative Learning, Secondary School Students, Secondary School Science
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McCarty, Timothy Wyman – Journal of Political Science Education, 2021
This article offers two novel tools for teaching political science methodology and research design. The first is a comprehensive framework for helping students conceptualize a research project in political science. The second is a reformulation of the dominant conceptualization of process-tracing tests. Building on Collier's use of Sherlock Holmes…
Descriptors: Teaching Methods, Research Methodology, Research Design, Political Science
Janice D. Gobert; Michael A. Sao Pedro; Haiying Li; Christine Lott – Grantee Submission, 2023
In this entry, we define Intelligent Tutoring Systems (ITSs) and present a description of their core components. We outline a history of the development of ITSs with a focus on key issues that have driven change and innovation in ITSs from their inception to present day. We also present a brief case study on a specific ITS, Inq-ITS (Inquiry…
Descriptors: Intelligent Tutoring Systems, Student Evaluation, Evaluation Methods, Natural Language Processing
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Cook, Jim; Brown, Martin; Sellwood, Matthew; Campbell, Craig; Kouppas, Paul; Poronnik, Philip – Biochemistry and Molecular Biology Education, 2021
This brief review provides insights into the recent advances made by the Unity game engine into education and the ways that learning resources can be used to teach novice bioscience students to use the VR/AR affordances of the platform. We present our own practises for implementation of a novel gamification task for final-year bioscience students…
Descriptors: Educational Games, Science Instruction, Teaching Methods, Biological Sciences
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Maennel, Kaie; Brilingaite, Agne; Bukauskas, Linas; Juozapavicius, Aušrius; Knox, Benjamin James; Lugo, Ricardo Gregorio; Maennel, Olaf; Majore, Ginta; Sütterlin, Stefan – SAGE Open, 2023
Hands-on and practical learning has been key to cybersecurity education and training success. Cyber Defense Exercises (CDX) are a common approach to training, testing, and verifying technical and soft skills. However, full-scale CDX implementation is also an expensive training event. In order to advance such exercises to the next level, CDX…
Descriptors: Computer Security, Computer Science Education, Information Security, Computer Simulation
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Birrell, Carole Louise – Journal of Statistics Education, 2020
Sample survey design is a topic usually taught to students undertaking a minor or major in statistics in the latter part of their bachelor's degree. This article describes an assessment project that fosters active learning and helps to develop a set of essential skills for statistical practice. The project is completed in pairs and submitted in…
Descriptors: Teamwork, Design, Teaching Methods, Statistics
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Asquith, Steven; Frazier, Erin – Research-publishing.net, 2022
New technologies often influence the ways in which one shares linguistic experiences. One such technology, Augmented Reality (AR), may initiate concepts used in language learning through digital storytelling. This paper describes an exploratory research project based on Choose Your Own Adventure (CYOA) AR digital storytelling which investigated…
Descriptors: Computer Simulation, Electronic Learning, Story Telling, Cooperative Learning
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Bahnson, Anna; Wilcox, Jesse; Kruse, Jerrid; Schou, Timothy – Science Teacher, 2020
The science and engineering practices in the "Next Generation Science Standards" seek to engage students in complex tasks including planning and carrying out investigations or engaging in argument from evidence. However, such tasks often require students to effectively collaborate. While our students get better at working together in an…
Descriptors: Teaching Methods, Social Development, Emotional Development, Cooperative Learning
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Lester, Stan; Hofmann, Jens – British Journal of Educational Technology, 2020
The use of augmented reality (AR) in vocational education and training can still be considered as being in its infancy, although interest in it is growing in response both to its potential for teaching and its adoption as a practical tool in various industry sectors. One example of early-stage AR use is illustrated from a practicum for training…
Descriptors: Computer Simulation, Vocational Education, Practicums, Technology Integration
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Chris Vicari – International Journal of Designs for Learning, 2020
The American Museum of Natural History (AMNH) in New York City implemented a science-based curriculum pairing augmented reality (AR) with a student-designed escape room experience to support astronomy learning. AR has the potential to simplify complex systems into digestible concepts. Designing an escape room experience provided students with an…
Descriptors: Student Empowerment, Design, Science Instruction, Computer Simulation
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Soong, Ronald; Jenne, Amy; Lysak, Daniel H.; Biswas, Rajshree Ghosh; Adamo, Antonio; Kim, Kris S.; Simpson, Andre – Journal of Chemical Education, 2021
Due to the COVID-19 pandemic, social distancing restrictions are in place in most public settings, and the undergraduate laboratory is no exception. In order to accommodate social distancing requirements, many laboratory exercises are being redeployed in an online format, which deprives students of experiential learning opportunities in a real…
Descriptors: COVID-19, Pandemics, Undergraduate Students, Science Instruction
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