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Rafael Herrero-Álvarez; Rafael Arnay; Eduardo Segredo; Gara Miranda; Coromoto Leon – IEEE Transactions on Learning Technologies, 2025
RoblockLLy is an educational robotics simulator designed for primary and secondary school students, whose goal is to increase their interest in science, technology, engineering, and mathematics. In the particular case of computer science, it allows developing computational thinking skills. It has been designed with ease of use in mind. This free…
Descriptors: Secondary School Students, STEM Education, Computer Science Education, Robotics
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Xie, Tao; Li, Yan; Tang, Ying – IEEE Transactions on Learning Technologies, 2023
Immersive virtual reality (IVR) technology influences students' cognitive processes and affective experience, according to previous research findings. Yet, empirical studies that investigate the impact of IVR on science education in secondary schools are limited. This article reports a pilot study that has two objectives: First, to investigate…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Science Education
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Cardoso, Josué; Caetano, Diego; Abreu, Raphael; Quadros, João; dos Santos, Joel; Ogasawara, Eduardo; Lignani, Leonardo – IEEE Transactions on Learning Technologies, 2020
This paper analyzes Sim-Evolution, an educational simulator designed to help teachers presenting three basic principles of the theory of evolution by natural selection (TENS): the trait variation within a population, the heritability of trait variation, and the selective survival based on heritable traits. Sim-Evolution focuses on high school…
Descriptors: Computer Simulation, Computer Uses in Education, Evolution, Science Instruction
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Pérez-Sanagustin, Mar; Hernández-Leo, Davinia; Santos, Patricia; Kloos, Carlos Delgado; Blat, Josep – IEEE Transactions on Learning Technologies, 2014
Visits to museums and city tours have been part of higher and secondary education curriculum activities for many years. However these activities are typically considered "less formal" when compared to those carried out in the classroom, mainly because they take place in informal or non-formal settings. Augmented Reality (AR) technologies…
Descriptors: Blended Learning, Computer Simulation, Management Systems, Telecommunications