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Ceylan-Dadakoglu, Sevda – Turkish Online Journal of Distance Education, 2022
This article tried to determine the students' opininons related to the use of Second Life (SL) application in higher education art and design education. In this case study conducted with 17 students selected via typical case sampling, the SL virtual platform was used as a research area. Data collection tools were included document analysis,…
Descriptors: Computer Simulation, Student Attitudes, College Students, Art Education
Chen, Hsin-I; Sevilla-Pavón, Ana – Language Learning & Technology, 2023
This study examines how English-as-lingua-franca (ELF) learners employ semiotic resources, including head movements, gestures, facial expression, body posture, and spatial juxtaposition, to negotiate for meaning in an immersive virtual reality (VR) environment. Ten ELF learners participated in a TaiwanSpain VR virtual exchange project and…
Descriptors: Computer Mediated Communication, Computer Simulation, English (Second Language), Second Language Learning
Shimelis Kebede Kekeba; Abera Gure; Taklu Tafesse Olkaba – Open Education Studies, 2024
The objective of the study was to investigate the effect of computer simulation integrated with jigsaw learning strategy (CSIJLS) on students' attitudes towards chemistry. Additionally, it sought to determine whether the usage of CSIJLS resulted in any changes in attitudes between male and female students. Researchers employed a quantitative…
Descriptors: High School Students, Grade 10, Chemistry, Science Instruction
Ke, Fengfeng; Dai, Zhaihuan; Pachman, Mariya; Yuan, Xin – Instructional Science: An International Journal of the Learning Sciences, 2021
In this mixed-method study, we investigated the impact and design of a multiuser, virtual reality (VR) supported teaching simulation, in comparison with live classroom teaching simulation, on the participatory training of teaching and the teaching knowledge development of student instructors. A total of 40 university teaching assistants…
Descriptors: Computer Simulation, Teaching Assistants, Graduate Students, Experiential Learning
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
Husni Mubarok; Chi-Jen Lin; Gwo-Jen Hwang – Interactive Learning Environments, 2024
In language learning, it is important to foster students' computational thinking and improve their skills of building arguments and dialectical structure, teamwork, and decision accuracy. This is especially so in English language courses which aim to promote students' cultural learning interest, creative thinking, and oral presentation.…
Descriptors: English (Second Language), Computer Simulation, Second Language Learning, Cooperative Learning
Jihane Amayou; Olgun Sadik; Kelli Paul – Journal of Learning and Teaching in Digital Age, 2025
Makerspaces are interactive learning environments that provide students with opportunities to improve life and career skills. The importance of these spaces has grown over the years. In Türkiye, the Ministry of National Education has established makerspace-like environments, known as Design and Skills-Labs (Tasarim Beceri Atölyeleri or TBA in…
Descriptors: Foreign Countries, Computer Simulation, Skill Centers, Electronic Learning
Brenner, Corinne; DesPortes, Kayla; Ochoa Hendrix, Jessica; Holford, Mandë – Information and Learning Sciences, 2021
Purpose: This paper aims to describe the design and user testing of GeoForge, a multiple-player digital learning experience for middle school that leverages virtual reality (VR) and individualized websites for learning concepts in planetary science. This paper investigates how specific instructional design choices and features of the technology…
Descriptors: Computer Simulation, Web Sites, Cooperative Learning, Middle School Students
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
Mark Frydenberg; David J. Yates; Andre Noonan – Information Systems Education Journal, 2024
This paper explores the course design and implementation of a first-year discovery seminar on "Living in the Metaverse" offered at a business university. Integrated with standardized college-readiness topics, the course combines hands-on activities with collaborative assignments and class discussions to present a multidisciplinary…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Interdisciplinary Approach, First Year Seminars
Kumas, Ahmet – International Journal of Progressive Education, 2022
This study aimed to develop teacher guide material for students who are uninterested in physics lessons in high schools. In this context, activities in which measurements are made with Logger Pro sensors, which are computer-applied with the innovative technology in 10th-grade optics subjects, have been developed. The study was carried out with 134…
Descriptors: Physics, High School Students, Computer Software, Science Instruction
Postlewate, Laurie; Roesler, Layla – L2 Journal, 2022
We describe here strategies inspired by translation studies and implemented in a bilingual translation class pairing two student groups of native speakers of English (from Barnard College, Columbia University) and of French (from the École Normale Supérieure, Lyon). Student e-tandems use CMC (computer mediated communication) to collaborate on the…
Descriptors: Translation, Bilingualism, Native Speakers, English
Pereira, Audrey S.; Wahi, Monika M. – Online Learning, 2021
Research has established that "cognitive rehearsal," (CR) or the visualization of application of a behavioral response to a situation, can increase self-efficacy through vicarious experience, but is challenging to induce online. Online higher education curricula can include collaborative game-based learning (GBL) in the form or…
Descriptors: Role Playing, Game Based Learning, Cooperative Learning, Online Courses
Bowen, Keith; Barry, Michele; Jowell, Ashley; Maddah, Diana; Alami, Nael H. – International Journal of Educational Technology in Higher Education, 2021
Educators who design and manage study abroad programs face a series of ethical responsibilities. Meeting these responsibilities is critical in the field of global health, where study abroad programs are often designed to provide healthcare services in under-resourced communities. Leaders in global health have thus formed working groups to study…
Descriptors: Study Abroad, Social Responsibility, Health Services, Best Practices
Al-Hatem, Ahmed Isam; Masood, Mona; Al-Samarraie, Hosam – Journal of Information Technology Education: Research, 2018
Aim/Purpose: This study investigated the potential use of Second Life (SL) to facilitate nursing students' confidence and motivation, as well as its impact on their self-regulated learning development. Background: The current emphasis on nursing education in general has resulted in more consideration of different virtual learning environments as a…
Descriptors: Metacognition, Nursing Education, Student Motivation, Self Esteem