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Isiaq, Sakirulai Olufemi; Jamil, Md Golam – International Journal of Information and Learning Technology, 2018
Purpose: The purpose of this paper is to explore the use of a simulator for teaching programming to foster student engagement and meaningful learning. Design/methodology/approach: An exploratory mixed-method research approach was adopted in a classroom-based environment at a UK university. A rich account of student engagement dimensions…
Descriptors: Learner Engagement, Mixed Methods Research, Universities, Programming
Schmitz, Kurt – Journal of Information Systems Education, 2018
Agile Project Management methods and processes that emphasize action and feedback over planning continue to gain prominence for Information Systems projects. This topic is an ideal candidate to lead the evolution of project management instruction from teaching "about" to learning "how to." This paper describes a role-play…
Descriptors: Computer Software, Program Administration, Information Systems, Teaching Methods
Parong, Jocelyn; Mayer, Richard E. – Journal of Educational Psychology, 2018
The goals of the study were (a) to compare the instructional effectiveness of immersive virtual reality (VR) versus a desktop slideshow as media for teaching scientific knowledge, and (b) to examine the efficacy of adding a generative learning strategy to a VR lesson. In Experiment 1, college students viewed a biology lesson about how the human…
Descriptors: Science Instruction, Simulated Environment, Computer Simulation, Educational Technology
Butcher, Greg Q.; Rodriguez, Juan; Chirhart, Scott; Messina, Troy C. – Bioscene: Journal of College Biology Teaching, 2016
In order to increase students' awareness for and comfort with mathematical modeling of biological processes, and increase their understanding of diffusion, the following lab was developed for use in 100-level, majors/non-majors biology and neuroscience courses. The activity begins with generation of a data set that uses coin-flips to replicate…
Descriptors: Biology, Comparative Analysis, Simulation, Questionnaires
Muchlas – Turkish Online Journal of Educational Technology - TOJET, 2018
This research is aimed to prepare a desktop-based learning media that can be used to support an online lab activities using android smartphones in Electrical Machinery Course at the Department of Electrical Engineering for the undergraduate level. This work uses a conceptual development model which integrates some sub systems of internet…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Maher, Pamela A. – ProQuest LLC, 2017
Technology in college classrooms has gone from being an enhancement to the learning experience to being something expected by both instructors and students. This design-based research investigation takes technology one step further, putting the tools used to teach directly in the hands of students. The study examined the affordances and…
Descriptors: Teaching Methods, Astronomy, Science Instruction, Introductory Courses
Klees, Guido; Piepenbring, Meike – Journal of Biological Education, 2018
The conveyance of knowledge of the life cycles performed by fungi and plants with spores is a challenge for teaching in university education. The life cycles of fungi, in particular, can be very complex and difficult to understand. This paper presents the development and implementation of a German and English educational software program,…
Descriptors: Plants (Botany), Biological Sciences, Courseware, Computer Simulation
Kim, Minsung; Shin, Jungyeop – Journal of Geography, 2016
This article investigated the pedagogical potential of the "SimCity" simulation game in an urban geography course. University students used "SimCity" to build their own cities and applied a wide range of theories to support their urban structures. Moreover, the students critically evaluated the logic and functioning of the…
Descriptors: Urban Areas, Geography Instruction, Computer Simulation, Teaching Methods
Sanna, Andrea; Valpreda, Fabrizio – International Journal of Information and Communication Technology Education, 2017
The purpose of this study was to compare different students' backgrounds and two different didactic methodologies to profitably teach computer animation in Italian schools of design and engineering. Teachers and instructors have long been engaged in discussions to define effective curricula for teaching computer animation. Various…
Descriptors: Computer Simulation, Animation, Student Characteristics, Design
Paz-Albo Prieto, Jesús – Early Child Development and Care, 2018
Nurturing experiences in preparation for prospective early childhood educators' work with families during their training are critical for establishing empowering relationships. This article details a qualitative case study of 77 prospective early childhood educators engaged with the Parent, Family and Community Engagement Simulation. An electronic…
Descriptors: Family Involvement, Simulation, Early Childhood Education, Foreign Countries
Turan, Zeynep; Meral, Elif; Sahin, Ibrahim Fevzi – Journal of Geography in Higher Education, 2018
Augmented reality (AR) technology is commonly used in education. AR offers a combination of the virtual and real world; thus, it can help students in learning abstract and complex subjects. The purpose of the current study was to determine the impact of mobile AR technology on achievement, cognitive load levels and views of 95 first-year…
Descriptors: Geography Instruction, Electronic Learning, Handheld Devices, College Students
Song, Yanjie; Kong, Siu-Cheung – Journal of Educational Computing Research, 2017
The study aims at investigating university students' acceptance of a statistics learning platform to support the learning of statistics in a blended learning context. Three kinds of digital resources, which are simulations, online videos, and online quizzes, were provided on the platform. Premised on the technology acceptance model, we adopted a…
Descriptors: Academic Achievement, Technology Uses in Education, Statistics, College Students
Kim, Minsung – Journal of Geography in Higher Education, 2018
The paper investigates the effects of a project-based community participation course in which students chose research topics relevant to a local community. Specifically, the students undertook the following projects: (1) creating a virtual 3D model of a local government office, (2) creating interactive digitized versions of mountain trails using…
Descriptors: Active Learning, Student Projects, Action Research, Participatory Research
Shih, Ju-Ling; Hsu, Yu-Jen – Educational Technology & Society, 2016
This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…
Descriptors: Adventure Education, Computer Games, Computer Simulation, Questionnaires
Coombs, Nicole; Allen, Louise; Cooper, Simon; Cant, Robyn; Beauchamp, Alison; Laszcyk, Jacki; Giannis, Anita; Hopmans, Ruben; Bullock, Shane; Waller, Susan; McKenna, Lisa; Peck, Blake – Health Education Journal, 2018
Objective: This study explored young university students' (aged 18-24 years) health literacy, asthma experiences and help-seeking behaviours to inform the development of a web-based asthma education intervention relevant to this age group. Design: Exploratory mixed-methods design incorporateing a health literacy survey and interviews, plus the…
Descriptors: Foreign Countries, College Students, Diseases, Literacy