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Karoline Smucker – ProQuest LLC, 2022
Probabilistic simulations have long served as instructional tools in statistics and probability education. With advances in technology, computer simulation environments where large quantities of data can be collected and analyzed have been suggested as venues for problem solving in contexts involving both known and unknown probability…
Descriptors: Preservice Teacher Education, Preservice Teachers, Mathematics Education, Secondary School Teachers
Karen Jo Johnson – ProQuest LLC, 2020
The purpose of this study was to determine the effects of a simulation with worked examples on the creation of episodic memories and the troubleshooting ability of maintenance technician students. Previous research shows that domain knowledge, conceptual knowledge, strategic knowledge, and episodic memories are all required to successfully…
Descriptors: Simulation, Problem Solving, Memory, Troubleshooting
Anila Das – ProQuest LLC, 2023
This research study examined the implementation of an extended reality (XR) lab on a community college campus to facilitate student and faculty access to immersive learning resources. The study, conducted during one skills day, involved 46 students and was designed to understand if integrating immersive VR into emergency medical technician (EMT)…
Descriptors: Educational Innovation, Community Colleges, Community College Students, Computer Simulation
Opeyemi Peter Ojajuni – ProQuest LLC, 2023
This research study employed quantitative and qualitative designs to explore the impact of immersive technology on the Computational Thinking (CT) capabilities of students enrolled in an engineering program at a Historically Black College or University (HBCU). The quantitative study in this research employs a survey design approach to explore the…
Descriptors: Engineering Education, Mental Computation, Thinking Skills, Computer Simulation
Timothy Berndt – ProQuest LLC, 2021
The prominence of virtual reality (VR) in the educational field has grown in recent years due to increased availability and lower costs. I conducted a global study regarding how pioneering K-12 teachers use VR to engage students in learning activities. The purpose of this qualitative case study was to identify how and why teachers used VR for…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Technology, Elementary School Teachers
Fourman, Janet L. – ProQuest LLC, 2018
Role-playing simulations have been effective techniques to encourage global skills in the engineering and design classrooms. May, Wold and Moore (2014), defined global skills as student display of respect, recognition, adjustment and integration. Gray, Debs, Exter, and Krause (2016), took this one step further and looked-for empathy in the design…
Descriptors: Science Education, Role Playing, Simulation, Interpersonal Competence
Kyle John Hartung – ProQuest LLC, 2016
Skills associated with collaborative problem solving (CPS), especially in STEM-related disciplines, are increasingly regarded as essential for success in work and life. In the last decade, simulation-based games have emerged as rich environments for the situated learning of such skills, and are instrumental in the study of CPS because they provide…
Descriptors: Internship Programs, Electronic Learning, Group Discussion, Engineering Education
Swanson, Kelly Willard – ProQuest LLC, 2018
Traditional teacher education programs focus on pedagogy and, to a lesser extent, assessments of knowledge (Siedlecki, 2012). Pedagogy and assessments should be fundamental components of any secondary teacher's curriculum planning (Knight, Shum, & Littleton, 2014). This study sought to consider the possible effects of three pedagogical…
Descriptors: Testing, Teaching Methods, Direct Instruction, Problem Solving
Brimmer, Linda Ertrachter – ProQuest LLC, 2017
I investigated why math capable students are not entering science, technology, engineering, and math (STEM) careers. To research the problem, I explored how highly effective elementary math teachers (HEMT) create student interest in mathematics using the self- efficacy (SE) theory and information and communication technology (ICT). The purpose of…
Descriptors: Mathematics Skills, STEM Education, Elementary School Teachers, Mathematics Teachers
Anthony, Seth – ProQuest LLC, 2014
Part I: Students' participation in inquiry-based chemistry laboratory curricula, and, in particular, engagement with key thinking processes in conjunction with these experiences, is linked with success at the difficult task of "transfer"--applying their knowledge in new contexts to solve unfamiliar types of problems. We investigate…
Descriptors: Chemistry, Scientific Concepts, Transfer of Training, Problem Solving
Zhu, Shaojian – ProQuest LLC, 2014
Crowdsourcing is an emerging research area that has experienced rapid growth in the past few years. Although crowdsourcing has demonstrated its potential in numerous domains, several key challenges continue to hinder its application. One of the major challenges is quality control. How can crowdsourcing requesters effectively control the quality…
Descriptors: Electronic Publishing, Collaborative Writing, Quality Control, Models
Clark, Joseph Warren – ProQuest LLC, 2012
In turbulent business environments, change is rapid, continuous, and unpredictable. Turbulence undermines those adaptive problem solving methods that generate solutions by extrapolating from what worked (or did not work) in the past. To cope with this challenge, organizations utilize trial-based problem solving (TBPS) approaches in which they…
Descriptors: Problem Solving, Simulation, Marketing, Models
Pan, Edward A. – ProQuest LLC, 2013
Science, technology, engineering, and mathematics (STEM) education is a national focus. Engineering education, as part of STEM education, needs to adapt to meet the needs of the nation in a rapidly changing world. Using computer-based visualization tools and corresponding 3D printed physical objects may help nontraditional students succeed in…
Descriptors: Undergraduate Students, Engineering Education, STEM Education, Manipulative Materials
Huang, Amy I-Yu – ProQuest LLC, 2013
This study reports findings from a teaching experiment in which 4th grade children engaged in solving multiplication tasks with rectangular arrays in a computer environment. The environment provided flexible task-solving through dynamic virtual manipulatives (VMs) so children could use their existing knowledge of multiplication to complete array…
Descriptors: Grade 4, Multiplication, Problem Solving, Elementary School Mathematics
Scoresby, Jon M. – ProQuest LLC, 2011
The objective of this study was to investigate the effects on a student's metacognition, reflection, and learning in a specifically designed educational simulation supported by unique technology. The simulation allows players' actions to be recorded for the purpose of review to identify mistakes. The simulation also allows students to start at and…
Descriptors: Metacognition, Computer Simulation, Computer Assisted Instruction, Reflection
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