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Kanjana Jansukpum; Suepphong Chernbumroong; Kannikar Intawong; Pradorn Sureephong; Kitti Puritat – New Review of Academic Librarianship, 2025
The objective of the present study was to examine the effects of using gamification implemented in immersive virtual reality for the promotion of library services in the university library including knowledge acquisition, knowledge retention and user engagement. In terms of research procedure, we divided the participants into Gamified and…
Descriptors: Computer Simulation, Library Services, Gamification, Knowledge Level
Khaleel Al-Said; Nidal Amarin; Lyubov Krasnova – Education and Information Technologies, 2024
This study aims to determine how the use of virtual reality impacts physics students, their knowledge, and the quality of training. The study involved 116 students aged 17-19. The main purpose is to explore the effect that VR technology has on students' knowledge and motivation. As per usual, the students were divided into two research groups:…
Descriptors: Physics, Science Instruction, Computer Simulation, Student Motivation
Samuel E. Inkabi; Josh Bernstein – Journal of Education and Learning, 2024
Researchers have revealed the advantages of experiential learning for students and professionals at all levels of the health care delivery system. The purpose of this study is to determine the effectiveness of the use of head simulators in dental school in acquiring proficient periodontal knowledge, dental skills, and confidence by practicing oral…
Descriptors: Dental Health, Dentistry, Knowledge Level, Skill Development
Li Ye; Jingyi Li; Simin Yang; Yongxin Hang – Interactive Learning Environments, 2024
Traditional pattern teaching is an important part of the art curriculum, but the pattern are complex and difficult to learn. While schema theory focuses on the integration, understanding and construction process of knowledge, AR technology can provide a three-dimensional and dynamic display of patterns, which has been used in teaching in recent…
Descriptors: Computer Simulation, Game Based Learning, Art Education, Instructional Effectiveness
Nuno Verdelho Trindade; Lidia Custodio; Alfredo Ferreira; Joao Madeiras Pereira – IEEE Transactions on Learning Technologies, 2024
Ray tracing is a computer graphics technique used to produce realistic visuals by physically simulating the behavior of light. Although this technique can be described straightforwardly, fully comprehending it might be challenging. It is typically taught in the classroom using the 2-D formats, such as paper or a blackboard. We propose using…
Descriptors: Computer Simulation, Computer Graphics, Visualization, Computer Assisted Instruction
Magana, Alejandra J.; Vieira, Camilo; Fennell, Hayden W.; Roy, Anindya; Falk, Michael L. – Cognition and Instruction, 2020
Modeling is an important element of discovery and design processes because it can help individuals to comprehend and facilitate solutions to problems, mediate among mental and external representations, and off-load cognitive demands. However, engaging in model generation, comprehension, and transformation requires the orchestration of domain…
Descriptors: Undergraduate Students, Problem Solving, Barriers, Simulation
Elliott, Haley; Brumbaugh, Klaire – Teaching and Learning in Communication Sciences & Disorders, 2021
Purpose: The purpose of this qualitative study was to document the experience of using a computer-based simulated (Simucase, 2019) learning opportunity in a Master of Science in speech-language pathology program. Method: Focus groups were held utilizing a semi-structured interview format. Themes were identified using a qualitative methodological…
Descriptors: Student Attitudes, Graduate Students, Speech Language Pathology, Educational Technology
Gyll, Sean P. – AERA Online Paper Repository, 2020
Simulated testing has become more prevalent in higher education, especially as competency-based institutions begin to incorporate micro-credentials and skills certificates into their curriculum. Competency-based assessment falls outside traditional norm-based testing practices used in K-12 education, and is largely focused on criterion referenced…
Descriptors: Competency Based Education, Evaluation Methods, Knowledge Level, Measurement
Papaconstantinou, Maria; Kilkenny, Dawn; Garside, Christopher; Ju, William; Najafi, Hedieh; Harrison, Laurie – Canadian Journal of Learning and Technology, 2020
The instructors of four biology-related courses at a Canadian university integrated Labster virtual labs in their courses as a pre-lab activity, lecture substitute, or to provide lab experience in courses with no on-site labs. The instructors used a backward design approach to align the labs with the learning objectives of their courses and to…
Descriptors: Computer Simulation, Science Experiments, Undergraduate Students, Curriculum Design
Charalambous, Charalambos Y. – ZDM: The International Journal on Mathematics Education, 2020
Attempts to better conceptualize and measure teacher knowledge, and through that examine its association to instructional quality have been intensified over the past decades. Despite the progress made, a review of pertinent literature points to four challenges related to studying this association: "proximity" (i.e., the extent to which…
Descriptors: Mathematics Instruction, Teaching Methods, Computer Simulation, Simulated Environment
Marques, Margarida M.; Pombo, Lúcia – Education Sciences, 2021
Ongoing technology progress sustains innovative teaching approaches. Mobile devices, augmented reality (AR), and games are a few of the new resources that teachers have at their disposal to promote student learning. However, their effective integration into practices requires training, so there is a need to analyze the impact of training…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Computer Simulation
Lindgren, Robb; Morphew, Jason W.; Kang, Jina; Planey, James; Mestre, José P. – Journal of Educational Psychology, 2022
Science students frequently struggle to apply crosscutting concepts such as scale or rates of change, and do not always effectively differentiate between linear and nonlinear processes. We approach this challenge from an embodied cognition perspective, which suggests learning can be facilitated by engaging students in physical activities that are…
Descriptors: Transfer of Training, Science Education, Scientific Concepts, Schemata (Cognition)
Minshall, Brianna L.; Yezierski, Ellen J. – Chemistry Education Research and Practice, 2021
For six semesters, activities have been incorporated into first year general chemistry courses in an effort to build student conceptual chemistry knowledge. The activities follow a learning cycle pedagogy (similar to Process Oriented Guided Inquiry Learning or POGIL activities) and consist of guiding questions involving animations, models,…
Descriptors: Science Instruction, Chemistry, Knowledge Level, Inquiry
Riner, Ashley; Hur, Jung Won; Kohlmeier, Jada – Journal of Educational Technology Systems, 2022
While virtual reality (VR) technology can provide students with first-hand and situational learning experiences, limited studies have integrated VR in a K-12 classroom, resulting in the lack of understanding of the benefits and challenges of VR use in classroom settings. To examine the impact of VR on student learning, this study employed a…
Descriptors: Computer Simulation, Technology Integration, Social Studies, Grade 9
Williams, Ryan J.; Chergosky, Anthony J. – Journal of Political Science Education, 2019
This article describes various iterations of a Supreme Court simulation that we developed for undergraduate political science classes. We address when simulations should be used to introduce a topic to students, and when simulations should be used to develop students' understanding of a topic after introducing it. In the simulations, we played the…
Descriptors: Court Litigation, Simulation, Political Science, Teaching Methods