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Showing 1 to 15 of 32 results Save | Export
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Boda, Phillip A.; Brown, Bryan – Journal of Science Education and Technology, 2020
Science achievement gaps exhibit racial disparities starting in primary grades and have been shown to persist through middle and high school. In turn, increasing positive attitudes toward science have been shown as one factor that affects academic achievement and motivation among K-12 students. Exploring novel ways that technology can influence…
Descriptors: Computer Simulation, Science Achievement, Scientific Attitudes, Student Motivation
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Pedaste, Margus; Mitt, Geidi; Jürivete, Teele – Education Sciences, 2020
A systematic review of the potential of implementing augmented reality (AR) in inquiry-based learning was conducted. We considered the purposes, potential advantages, application characteristics and the effects of using AR in inquiry-based learning. The findings reveal that AR, in the context of inquiry-based learning, is mostly implemented…
Descriptors: Elementary Secondary Education, Computer Simulation, Simulated Environment, Educational Technology
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Chen, Chih-Hung – British Journal of Educational Technology, 2020
Augmented reality (AR) is capable of providing students with proper situated scaffolding via overlaying rich media objects on the real-world learning context. This paper examines the potential of AR to address existing problems with insufficient scaffolding in video learning materials for English as a foreign language (EFL) learners. Thus, an AR…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Video Technology
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Giralt, Marta; Murray, Liam – Research-publishing.net, 2019
At a recent TeCoLa3 project conference, Colpaert (2017) declared: "there is not enough evidence to suggest that technology has a direct effect on learning, not even virtual worlds. No, not even games… My hypothesis is… that the added value of technology depends on the designs of your learning environment on the one hand… and what I will talk…
Descriptors: Computer Games, Intercultural Communication, Computer Simulation, Teaching Methods
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Green, Jeffrey J.; Stone, Courtenay Clifford; Zegeye, Abera – Journal of Education for Business, 2014
Colleges and universities are being asked by numerous sources to provide assurance of learning assessments of their students and programs. Colleges of business have responded by using a plethora of assessment tools, including the Major Field Test in Business. In this article, the authors show that the use of the Major Field Test in Business for…
Descriptors: Business Administration Education, Student Evaluation, Accreditation (Institutions), Comparative Analysis
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Murty, Vishnu P.; LaBar, Kevin S.; Hamilton, Derek A.; Adcock, R. Alison – Learning & Memory, 2011
The present study investigated the effects of approach versus avoidance motivation on declarative learning. Human participants navigated a virtual reality version of the Morris water task, a classic spatial memory paradigm, adapted to permit the experimental manipulation of motivation during learning. During this task, participants were instructed…
Descriptors: Computer Simulation, Student Motivation, Memory, Memorization
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Thomas, David; Hollander, Justin B. – Learning, Media and Technology, 2010
This study interrogates the idea of using videogames and game-like virtual worlds as a means to advance studio education pedagogy. Looking at a series of case studies of urban planning courses taught using "Second Life," the results describe the potentials, and limits, of this emerging digital media. Key findings are that the virtual worlds…
Descriptors: Urban Planning, Play, Computer Simulation, Computer Uses in Education
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Tan, Kim Hua; Tse, Ying Kei; Chung, Pui Ling – Computers & Education, 2010
Many researchers have advocated the use of games (and simulations) to enhance students' learning. Research has shown that in order to promote a deeper understanding of material, students ought to be engaged with what they are doing. However, there are limited interactive games for classroom teaching, especially within the operations management…
Descriptors: Active Learning, Business Administration, Learner Engagement, Educational Games
Jauregi, Kristi; de Graaff, Rick; Canto, Silvia – European Association for Computer-Assisted Language Learning (EUROCALL), 2011
Organizing and implementing telecollaboration projects in foreign language curricula is not an easy endeavour (Belz & Thorne, 2006; Guth & Helm, 2010), as pedagogical, organizational and technical issues have to be addressed before cross-cultural interaction sessions can be carried out (O'Dowd & Ritter, 2006). These issues make many teaching…
Descriptors: Second Language Instruction, Intercultural Communication, Foreign Countries, Video Technology
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Dalgarno, Barney; Lee, Mark J. W. – British Journal of Educational Technology, 2010
This article explores the potential learning benefits of three-dimensional (3-D) virtual learning environments (VLEs). Drawing on published research spanning two decades, it identifies a set of unique characteristics of 3-D VLEs, which includes aspects of their representational fidelity and aspects of the learner-computer interactivity they…
Descriptors: Experiential Learning, Knowledge Representation, Virtual Classrooms, Educational Research
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Merchant, Guy – Journal of Research in Reading, 2009
Introducing new digital literacies into classroom settings is an important and challenging task, and one that is encouraged by both policy-makers and educators. This paper draws on a case study of a 3D virtual world which aimed to engage and motivate primary school children in an immersive and literacy-rich on-line experience. Planning decisions,…
Descriptors: Case Studies, Virtual Classrooms, Learner Engagement, Student Motivation
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Klopfer, Eric; Scheintaub, Hal; Huang, Wendy; Wendel, Daniel; Roque, Ricarose – E-Learning, 2009
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity to create games and simulation models with a first-person perspective. The authors theorize that student learning of…
Descriptors: Curriculum Development, Creative Thinking, Secondary School Students, Pilot Projects
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Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2009
Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…
Descriptors: Learning Activities, Student Motivation, Grade 8, Grade 5
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Bulger, Monica E.; Mayer, Richard E.; Almeroth, Kevin C.; Blau, Sheridan D. – Journal of Educational Multimedia and Hypermedia, 2008
Although engagement and learning appear linked, quantitatively measuring this relationship is challenging. New technologies offer a window into studying the interactions among classroom activity, student engagement, and positive learning outcomes in computer-equipped classrooms. A Classroom Behavioral Analysis System (CBAS) was developed to…
Descriptors: Teaching Methods, Internet, Lecture Method, Computer Assisted Instruction
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Repenning, Alexander; Ioannidou, Andri; Luhn, Lisa; Daetwyler, Christof; Repenning, Nadia – Journal of Interactive Learning Research, 2010
Growing science apathy at the K-12 education level represents an alarming development with potentially devastating consequences at individual, societal and economic levels. Technology has been incorporated in science education without fundamentally improving test scores or student attitudes. We claim the core of the problem is how technology is…
Descriptors: Socialization, Student Attitudes, High School Students, Physiology
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