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Kahyaoglu, Mustafa; Çetin, Ali – Online Submission, 2017
The purpose of this study is to investigate the effects of interactive boards applications supported by computer simulations on pre-service science teachers' self-regulated learning. Quasi-experimental research with pre test/post test control group design was used in the study. Pre-service science teachers in Siirt University, education faculty,…
Descriptors: Preservice Teachers, Science Teachers, Metacognition, Comparative Analysis
Lin, Vivien; Barrett, Neil E.; Liu, Gi-Zen; Chen, Nian-Shing; Jong, Morris Siu-Yung – Computer Assisted Language Learning, 2023
The field of language education has experienced a rise in using virtual reality (VR) to support interactive, contextualized, and collaborative language learning in recent years. The current study investigates the effects of auditory, visual, and textual input on speaking and writing in English for Tourism Purposes (ETP) through immersive,…
Descriptors: Tourism, English for Special Purposes, Undergraduate Students, Computer Simulation
Rushby, Nick – Educational Technology, 2016
One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…
Descriptors: Computer Simulation, Educational Games, Educational Technology, Evaluation Methods
Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
Gorham, Tom; Jubaed, Sam; Sanyal, Tannishtha; Starr, Emma L. – Research-publishing.net, 2019
This chapter describes a small-scale pilot study in which participants in the experimental group learned how to write Japanese kanji characters within an immersive Virtual Reality (VR) graffiti simulator (the Kingspray Graffiti Simulator on the Oculus Rift VR system). In comparing the experimental group to the non-VR control group in the context…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Teaching Methods
She, Hsiao-Ching; Lin, Huann-shyang; Huang, Li-Yu – Journal of Research in Science Teaching, 2019
Abstract The 2015 Programme for International Student Assessment (PISA) has drawn a substantial amount of attention from science educators and educational policymakers because it marked the first time that PISA assessed students' ability to evaluate and design scientific inquiry using computer-based simulations. We undertook a secondary analysis…
Descriptors: Scientific Literacy, Foreign Countries, Science Instruction, Resilience (Psychology)
Hunt, Maree J.; Macaskill, Anne C. – Teaching of Psychology, 2017
Taking an ethical approach to using nonhuman animals in teaching requires assessment of the learning benefits of using animals and how these compare to the benefits of alternative teaching practices. It is also important to consider whether students have ethical reservations about completing exercises with animals. We compared upper level…
Descriptors: Student Attitudes, Active Learning, Animals, Psychology
Webster, Rustin – Interactive Learning Environments, 2016
The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was…
Descriptors: Virtual Classrooms, Knowledge Level, Comparative Analysis, Lecture Method
Chabalengula, Vivien; Fateen, Rasheta; Mumba, Frackson; Ochs, Laura Kathryn – Journal of Computers in Mathematics and Science Teaching, 2016
This study investigated the effect of an inquiry-based computer simulation modeling (ICoSM) instructional approach on pre-service science teachers' understanding of homeostasis and its related concepts, and their perceived design features of the ICoSM and simulation that enhanced their conceptual understanding of these concepts. Fifty pre-service…
Descriptors: Inquiry, Computer Simulation, Preservice Teachers, Concept Formation
Fang, N.; Tajvidi, M. – Journal of Computer Assisted Learning, 2018
This study focuses on the investigation of the effects of computer simulation and animation (CSA) on students' cognitive processes in an undergraduate engineering course. The revised Bloom's taxonomy, which consists of six categories in the cognitive process domain, was employed in this study. Five of the six categories were investigated,…
Descriptors: Computer Simulation, Animation, Educational Technology, Technology Uses in Education
Castañeda, Maira Alejandra; Guerra, Ananda Maye; Ferro, Roberto – Interactive Technology and Smart Education, 2018
Purpose: This paper aims to show that the use of technological tools such as augmented reality (AR) and its integration in the education system through gamification offers better learning results when compared with traditional education. Design/methodology/approach: Through the implementation of the Leap Motion Controller in English classes of the…
Descriptors: Foreign Countries, Games, Technology Integration, Computer Simulation
Lan, Yu-Ju; Fang, Wei-Chieh; Hsiao, Indy Y. T.; Chen, Nian-Shing – Educational Technology Research and Development, 2018
The current study aimed at investigating how different types of embodied learnings influence elementary school students' English as a foreign language (EFL) listening performance. Two kinds of embodied learnings: real and physical body versus the 3D avatar, were compared with non-embodied learning. 69 fifth graders from two elementary schools…
Descriptors: Elementary School Students, Second Language Learning, English Language Learners, Grade 5
Rosero-Zambrano, Carlos Andrés; Avila, Alba; Osorio, Luz Adriana; Aguirre, Sandra – Journal of Science Education and Technology, 2018
The coupling of the traditional classroom instruction and a virtual learning environment (VLE) in an engineering course is critical to stimulating the learning process and to encouraging students to develop competencies outside of the classroom. This can be achieved through planned activities and the use of information and communication…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
Hidalgo, Céline; Pesnot-Lerousseau, Jacques; Marquis, Patrick; Roman, Stéphane; Schön, Daniele – Journal of Speech, Language, and Hearing Research, 2019
Purpose: In this study, we investigate temporal adaptation capacities of children with normal hearing and children with cochlear implants and/or hearing aids during verbal exchange. We also address the question of the efficiency of a rhythmic training on temporal adaptation during speech interaction in children with hearing loss. Method: We…
Descriptors: Hearing Impairments, Assistive Technology, Auditory Training, Computer Simulation
Hldreth, Laura A.; Robison-Cox, Jim; Schmidt, Jade – Statistics Education Research Journal, 2018
This study examines the transferability of results from previous studies of simulation-based curriculum in introductory statistics using data from 3,500 students enrolled in an introductory statistics course at Montana State University from fall 2013 through spring 2016. During this time, four different curricula, a traditional curriculum and…
Descriptors: Introductory Courses, Statistics, Success, Comparative Analysis

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