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Showing 1 to 15 of 41 results Save | Export
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Ma, Chun-Wai; Cheng, Pui-Sum; Chan, Ying-Shing; Tipoe, George Lim – Advances in Physiology Education, 2023
The usefulness of virtual reality (VR) technology in physiology education is largely unexplored. Although VR has the potential to enrich learning experience by enhancing the spatial awareness of students, it is unclear whether VR contributes to active learning of physiology. In the present study, we used a mixed-method research approach to…
Descriptors: Computer Simulation, Technology Uses in Education, Active Learning, Physiology
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Chih-Hung Chen; Yih-Ru Chu – Education and Information Technologies, 2024
Due to globalization, emerging technologies, and the knowledge economy, there has been a growing emphasis on students having global competencies and perspectives to succeed in an increasingly interconnected world. On the other hand, a variety of technologies have been adopted for inquiry-based learning (IBL) activities. An interactive e-book…
Descriptors: Computer Simulation, Active Learning, Inquiry, Science Education
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VanMeter, Rebecca A.; Vander Schee, Brian A. – Marketing Education Review, 2021
Active learning engages students where they enjoy the learning process and gain a better understanding of course content. Active learning, such as an in-class game, can mitigate inattentive listening to material presented in a traditional lecture format. The Merch Game is an innovative, in-class retail simulation game that uses student…
Descriptors: Merchandising, Active Learning, Business Administration Education, Game Based Learning
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Endress, Tobias; Pussep, Anton; Schief, Markus – Journal of International Education in Business, 2023
Purpose: This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to support the specific learning objectives (LOs) of the lecture and give students the opportunity to apply relevant practical skills (management and group decision-making).…
Descriptors: Video Games, Educational Games, Learner Engagement, Business Administration Education
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Yu-Jun Liao; Wernhuar Tarng; Tzu-Ling Wang – Education and Information Technologies, 2025
The purpose of this study is to examine the effects of employing an augmented reality (AR) lens imaging system on inquiry-based learning concerning junior high school students' science achievement, science learning motivation, and inquiry skills. For this purpose, an AR lens imaging learning system was developed specifically for the lens imaging…
Descriptors: Foreign Countries, Junior High School Students, Junior High School Teachers, Computer Simulation
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Huo, Yi; Wang, A'Xi; Zhao, Ying – Interactive Learning Environments, 2023
Smart education and ubiquitous learning have come over globally, especially under coronavirus regime. Visual media and interactive operation can draw children's attention and interests, so the VR educational software becomes a prominent trend for training children. However, in K12 education, the VR technology is just in its initial period. In the…
Descriptors: Student Projects, Active Learning, Computer Simulation, Preservice Teachers
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Ibiagbani M. Max-Harry; Grace P. Counts; Craig S. Nunemaker; Nicholas B. Whitticar – Journal of Chemical Education, 2023
Enzyme-linked immunosorbent assay (ELISA) is a valuable tool in various chemical and biological fields for investigating the presence and quantity of proteins of interest in given samples. The high importance of the assay makes it widely used in biological research and hence a crucial skill to master for up-and-coming scientists. A major…
Descriptors: Evaluation Methods, Chemistry, Biology, Skill Development
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Svetlana Rzanova; Elena Yushchik; Svetlana Markova; Albina Sergeeva – Education and Information Technologies, 2024
The globalization of contemporary education is ensured by the incorporation of cutting-edge pedagogical techniques and active learning technologies, such as case-method technology, into the teaching and learning process as a whole. The primary objective of this research endeavour was to assess the efficacy of the case method when employed in the…
Descriptors: Computer Simulation, Computer Uses in Education, Case Method (Teaching Technique), Engineering Education
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Li, Mingyang; Donnelly-Hermosillo, Dermot Francis; Click, Jennifer – Journal of Science Education and Technology, 2022
Numerous studies illustrate the value of simulations or project-based learning approaches to enhance the learning of science. Simulations can help students connect across macroscopic, microscopic, and symbolic representations of scientific phenomena, while project-based learning can provide a meaningful narrative and activities for students to…
Descriptors: Computer Simulation, Sequential Approach, Science Instruction, Scientific Concepts
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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
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McDaniel, Paul N. – Journal of Geography, 2022
Amid the shift to virtual learning during the COVID-19 pandemic, educators across disciplines were faced with developing new strategies for active learning. This article discusses findings from a case study of using Google Earth for virtual field trips and projects in an undergraduate Geography of North America course, assessing the process of…
Descriptors: Geography Instruction, Internet, Maps, Active Learning
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Drewelow, Isabelle; Finney, Sara – Language Learning Journal, 2020
This article reports on using a strategy-based simulation designed to engage intermediate Spanish learners with issues of drug trafficking and violence at the US-Mexico border as an avenue to cultivate an empathetic frame of mind and global perspectives. Using self-reported responses on pre- and post-reflections as well as face-to-face and digital…
Descriptors: Cultural Awareness, Empathy, Simulation, Spanish
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Wunische, Adam – Journal of Political Science Education, 2019
Active learning techniques are being use with increasing frequency in the classroom and more time is being dedicated to designing and implementing them. However, the literature still suffers from a lack of rigorous empirical methods to test the effects of simulations. Most of the claimed benefits of utilizing simulations, and other active learning…
Descriptors: Teaching Methods, Active Learning, Lecture Method, Political Science
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Reiten, Lindsay – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2021
Supporting teachers' implementations of technology in the classroom is a critical and longstanding issue in mathematics education. As access to various technology resources grows, a need exists for professional development opportunities that prepare teachers to integrate technology effectively to support students' mathematical learning…
Descriptors: Faculty Development, Technology Integration, Manipulative Materials, Computer Simulation
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Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
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