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Fatih Yazici; Mustafa Sözbilir – Journal of Biological Education, 2024
The aim of this study is to design various instructional materials to teach biological systems in a 'Systems in Our Body' unit to 6th grade students with visual impairment (SVI) and to evaluate the effectiveness of these materials. In the study, a design-based research model was used. In the first stage, individual learning needs of SVI and their…
Descriptors: Foreign Countries, Secondary School Students, Visual Impairments, Instructional Materials
Yunus Emre Avcu; Yavuz Yaman – Journal of Inquiry Based Activities, 2024
A differentiated science activity was created for gifted students. The focus is on Sustainable Development Goal 15 (SDG-15) for life on land, enhancing engagement, self-regulated learning skills, and scientific creativity in gifted students. The activity spanned eight lesson hours, with tasks encouraging observation, inquiry, and creative…
Descriptors: Gifted, Individualized Instruction, Science Instruction, Computer Simulation
Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Sally Wu, Yu-Han; Alan Hung, Shao-Ting – Journal of Educational Computing Research, 2022
Virtual Reality (VR) has been used to enhance EFL learners' speaking skills due to its immersive and interactive features. This study thus investigated the effects of VR on elementary school students' English-speaking performance and such affective variables as their willingness to communicate (WTC) and learning autonomy. Fifty-six EFL sixth…
Descriptors: Computer Simulation, Technology Uses in Education, Electronic Learning, Elementary School Students
Brown, Bryan; Pérez, Greses; Ribay, Kathryn; Boda, Phillip A.; Wilsey, Matthew – Journal of Science Teacher Education, 2021
Virtual reality (VR) in science classrooms has the potential to enhance students' learning by bridging the knowledge in the learners' communities with science instruction. When virtual environments reflect students' culture, it has the potential to influence their attitudes toward the value of science in their community. This qualitative study…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Culturally Relevant Education
Hite, R. L.; Jones, M. G.; Childers, G. M.; Ennes, M.; Chesnutt, K.; Pereyra, M.; Cayton, E. – Journal of Science Education and Technology, 2019
Virtual presence describes a users' perception of a virtual reality (VR) environment (VRE), specifically, of their "involvement" (sense of control within a virtual environment with minimal distractions) and "immersion" (multi-input sensory engagement providing apparent realism of objects and interactions). In education, virtual…
Descriptors: Correlation, Adolescents, Cognitive Development, Adolescent Attitudes
Sun, Koun Tem; Chen, Meng Hsun – International Journal of Information and Communication Technology Education, 2020
In this paper, the development of the MAR (mobile augmented reality) remedial teaching program is described. It allowed students to manipulate augmented objects through AURASMA app via internet and find leads to solve geometry problems regarding compound-cube-surface area. In order to foster students' spatial abilities, the program provided…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Elementary School Mathematics
Binhomran, Kholoud; Altalhab, Sultan – JALT CALL Journal, 2021
This study seeks to contribute to the small, but growing area of research regarding technology potential in the field of vocabulary research. The study aims to determine the usefulness of augmented reality (AR) technology in EFL vocabulary learning. An experiment was conducted to examine young learners' motivation and vocabulary retention. The…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Vocabulary Development
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Guo, Siao-Cing; Lan, Yu-Ju – Language Learning & Technology, 2023
This study aims to investigate the influence of story creation on young EFL learners' reading performance. Action research was adopted to examine the effects of two different story reading projects in a library setting in Taiwan. Each project comprised a group of 19 young EFL learner from Grades 4 to 6 (aged 10-12). The first group's activities…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Simulation
Tsai, Cheng-Chang – International Journal of Instruction, 2020
The main purpose of this study was to examine the differences in students' English vocabulary learning performance as well as the instructional materials motivation, comparing the traditional lecturing method and the Augmented Reality method. This study adopted an unequal pre-test and post-test experimental design. Overall, there were a total of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, English (Second Language)
Chen, Peayton; Kuo, Rita; Chang, Maiga; Heh, Jia-Sheng – Research and Practice in Technology Enhanced Learning, 2017
The research team has developed a web-based multiplayer trading card game to allow teachers choosing cards as rewards for students who actively participate in discussions and classroom activities as well as perform well in terms of doing assignments and writing exams or quizzes. In order to verify the effectiveness of the use of in-game cards as…
Descriptors: Elementary School Students, Grade 5, Games, Computer Simulation
Jaakkola, T.; Veermans, K. – Journal of Computer Assisted Learning, 2015
Contemporary evidence on the effectiveness of concrete and abstract representations in science education is based solely on studies conducted in college context. There it has been found that learning with abstract representations produces predominantly better outcomes than learning with concrete representations and combining the representations…
Descriptors: Elementary School Students, Elementary School Science, Science Instruction, Computer Simulation
Alexander, Erica – Excellence in Education Journal, 2013
In America, there is a growing consensus that educational video games should be used in the classroom to meet the needs of 21st Century learners. According to the American Federation of Scientists (2006), students that "have grown up with digital technology and video games are especially poised to take advantage of the features of educational…
Descriptors: Grade 6, Reading Instruction, Video Games, Computer Simulation