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Chen, Jyun-Chen; Huang, Yun; Lin, Kuen-Yi; Chang, Yu-Shan; Lin, Hung-Chang; Lin, Chien-Yu; Hsiao, Hsien-Sheng – Journal of Computer Assisted Learning, 2020
This study combined virtual reality (VR) technology, the 6E (Engage, Explore, Explain, Engineer, Enrich, and Evaluate) model, and STEM (Science, Technology, Engineering, and Mathematics) education to develop a hands-on activity aimed at helping students to achieve "learning by doing." The participants were 162 tenth-grade students,…
Descriptors: Hands on Science, Computer Simulation, STEM Education, Experiential Learning
Cowley, B.; Heikura, T.; Ravaja, N. – Journal of Computer Assisted Learning, 2013
In a study on experience-based learning in serious games, 45 players were tested for topic comprehension by a questionnaire administered before and after playing the single-player serious game Peacemaker (Impact Games 2007). Players were divided into two activity conditions: 20 played a 1-h game with a 3-min half-time break to complete an affect…
Descriptors: Games, Experiential Learning, Comprehension, Reflection
Chan, J. C. C.; Hew, K. F.; Cheung, W. S. – Journal of Computer Assisted Learning, 2009
This study extends the research on asynchronous online discussion (AOD) by providing a perspective on: (1) the growth patterns of discussion threads and (2) the influence of peer- or student-facilitation techniques on thread development. Using the Pointing, Questioning, Resolving and Summarizing (PQRS) facilitation techniques framework, the…
Descriptors: Experiential Learning, Asynchronous Communication, Internet, Discussion

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