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Radhamani, Rakhi; Kumar, Dhanush; Nizar, Nijin; Achuthan, Krishnashree; Nair, Bipin; Diwakar, Shyam – Education and Information Technologies, 2021
COVID-19 pandemic has brought uncertainty in educational response, skilling methods, and training practices among teachers and institutions. Even before the pandemic shutdowns, the incorporation of virtual laboratories within classroom education had brought transformations in teaching laboratory courses. Virtual laboratories were integrated as…
Descriptors: Laboratory Experiments, Skill Development, Virtual Classrooms, Electronic Learning
Bosch, Chancey; Ellis, Trevor – Journal of Global Education and Research, 2021
Technology-enhanced learning continues to provide opportunities for increased interventions in educational programing. For teacher education programs, novelty pales in comparison to providing meaningful instruction and enduring outcomes. The use of avatars has provided integration of research evidence that increases intended behaviors; however,…
Descriptors: Computer Simulation, Simulated Environment, Self Efficacy, Technology Integration
Hoyer, Christoph; Girwidz, Raimund – Physical Review Physics Education Research, 2020
Simulations and virtual or remote laboratories are increasingly used in schools. The extent to which individual experimental skills can be acquired when experimenting in digital applications is, however, questionable. This paper focuses on finding multimedia features for digital experiments to support the transfer of measured values from the…
Descriptors: Animation, Interaction, Physics, Science Experiments
Shrestha, Sagun; Harrison, Tilly – International Journal of Computer-Assisted Language Learning and Teaching, 2019
Machinima, screencast animated videos made in a virtual world, are still not a very well-known phenomenon, and there has been little reseach in relation to their use as a teaching material in English language classrooms. This study aimed to investigate the potential for and challenges in using machinima in the pre-intermediate English as a foreign…
Descriptors: Instructional Materials, Case Studies, Foreign Countries, Virtual Classrooms
Alencar, Márcio Aurélio dos Santos; Netto, José Francisco de Magalhães – International Journal of Distance Education Technologies, 2020
Emotions are part of human life, and they are present on several occasions, like decision making and in social interactions. Computational identification of emotions in texts can be useful in many applications, especially in distance learning courses. This research introduces an animated pedagogic agent, integrated to a Moodle virtual learning…
Descriptors: Virtual Classrooms, Educational Environment, Emotional Response, Psychological Patterns
Lecon, Carsten; Oder, Bernd – Athens Journal of Education, 2016
At universities, we observe a great range of variation in previous knowledge and decreasing mathematical competences of students -- partly due to less limited qualification rules at universities in Germany. To address the challenges which arise by teaching very heterogeneous student groups we use e-tutorials as an addition to traditional classroom…
Descriptors: Electronic Learning, Universities, Foreign Countries, College Mathematics
Treves, Richard; Viterbo, Paolo; Haklay, Mordechai – Journal of Geography in Higher Education, 2015
Research into virtual field trips (VFTs) started in the 1990s but, only recently, the maturing technology of devices and networks has made them viable options for educational settings. By considering an experiment, the learning benefits of logging the movement of students within a VFT are shown. The data are visualized by two techniques:…
Descriptors: Field Trips, Virtual Classrooms, Computer Simulation, Visualization
Basarmak, Ugur; Mahiroglu, Ahmet – Turkish Online Journal of Educational Technology - TOJET, 2016
The purpose in this study is to examine the effect of "Online Learning Environment based of Caricature Animation" which is prepared for "Human and Environment" and "Sun and Space" units in the secondary school 7th Grade Science and Technology course, on the success and attitude of the students for humor. The…
Descriptors: Online Courses, Electronic Learning, Virtual Classrooms, Computer Simulation
Al-Balushi, Sulaiman M.; Al-Hajri, Sheikha H. – Chemistry Education Research and Practice, 2014
The purpose of the current study is to explore the impact of associating animations with concrete models on eleventh-grade students' comprehension of different visual representations in organic chemistry. The study used a post-test control group quasi-experimental design. The experimental group (N = 28) used concrete models, submicroscopic…
Descriptors: Organic Chemistry, Animation, Models, Visual Aids
Project Tomorrow, 2016
The Speak Up National Research Project annually polls K-12 students, parents and educators about the role of technology for learning in and out of school. For the past thirteen years, Project Tomorrow's® annual Speak Up Research Project has provided schools and districts nationwide and throughout the globe with new insights into how today's…
Descriptors: Computer Uses in Education, Video Technology, Computer Games, Animation
Barbero, Basilio Ramos; Pedrosa, Carlos Melgosa; Mate, Esteban Garcia – Educational Technology & Society, 2012
The purpose of this study is to determine which 3D viewers should be used for the display of interactive graphic engineering documents, so that the visualization and manipulation of 3D models provide useful support to students of industrial engineering (mechanical, organizational, electronic engineering, etc). The technical features of 26 3D…
Descriptors: Engineering, Learning Processes, Computer Assisted Design, Computer Software
Samuels, Peter; Haapasalo, Lenni – International Journal of Mathematical Education in Science and Technology, 2012
LOGO and turtle graphics were an influential movement in primary school mathematics education in the 1980s and 1990s. Since then, technology has moved forward, both in terms of its sophistication and pedagogical potential; and learner experiences, preferences and ways of thinking have changed dramatically. Based on the authors' previous work and a…
Descriptors: Virtual Classrooms, Robotics, Mathematics Education, Mathematics
Fassbender, Eric; Richards, Deborah; Bilgin, Ayse; Thompson, William Forde; Heiden, Wolfgang – Computers & Education, 2012
Game technology has been widely used for educational applications, however, despite the common use of background music in games, its effect on learning has been largely unexplored. This paper discusses how music played in the background of a computer-animated history lesson affected participants' memory for facts. A virtual history lesson was…
Descriptors: Music, Familiarity, Recall (Psychology), History Instruction
Spante, Maria; Ericsson, Thommy; Sunnerstam, Maria; Huang-DeVoss, Cammy; Axelsson, Michael – Online Submission, 2010
This paper reports findings from a project implementing the VL (virtual labs) site featuring flash-based animations developed at Stanford University. The main conclusion in this paper stresses the need to design for flexibility and adaptability of interactive media to better suit the specific situation teachers encounter in their everyday work, in…
Descriptors: Animation, Audiovisual Instruction, Audiovisual Aids, Virtual Classrooms
Lane, H. Chad; Hays, Matthew Jensen; Core, Mark G.; Auerbach, Daniel – Journal of Educational Psychology, 2013
In the context of practicing intercultural communication skills, we investigated the role of fidelity in a game-based, virtual learning environment as well as the role of feedback delivered by an intelligent tutoring system. In 2 experiments, we compared variations on the game interface, use of the tutoring system, and the form of the feedback.…
Descriptors: Feedback (Response), Fidelity, Intercultural Communication, Communication Skills