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Kellems, Ryan O.; Eichelberger, Carrie; Cacciatore, Giulia; Jensen, Mikaela; Frazier, Brynn; Simons, Kalee; Zaru, Mai – Journal of Learning Disabilities, 2020
The purpose of this study was to examine the effectiveness of video-based mathematics instruction for seven middle school students with specific learning disability (SLD), using an augmented reality-based training package. The dependent variable was the percentage of steps students performed correctly to solve each type of mathematics problem. The…
Descriptors: Video Technology, Computer Assisted Instruction, Computer Simulation, Mathematics Instruction
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Jacobson, Michael J.; Taylor, Charlotte E.; Richards, Deborah – Interactive Learning Environments, 2016
In this paper, we propose computational scientific inquiry (CSI) as an innovative model for learning important scientific knowledge and new practices for "doing" science. This approach involves the use of a "game-like" virtual world for students to experience virtual biological fieldwork in conjunction with using an agent-based…
Descriptors: Science Instruction, Scientific Research, Computer Simulation, Teaching Methods
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Segedy, James R.; Kinnebrew, John S.; Biswas, Gautam – Educational Technology Research and Development, 2013
Betty's Brain is an open-ended learning environment in which students learn about science topics by teaching a virtual agent named Betty through the construction of a visual causal map that represents the relevant science phenomena. The task is complex, and success requires the use of metacognitive strategies that support knowledge acquisition,…
Descriptors: Artificial Intelligence, Computer Simulation, Computer Mediated Communication, Intelligent Tutoring Systems
Hershkovitz, Arnon; Baker, Ryan S. J. d.; Gobert, Janice; Wixon, Michael; Sao Pedro, Michael – Grantee Submission, 2013
In recent years, an increasing number of analyses in Learning Analytics and Educational Data Mining (EDM) have adopted a "Discovery with Models" approach, where an existing model is used as a key component in a new EDM/analytics analysis. This article presents a theoretical discussion on the emergence of discovery with models, its…
Descriptors: Learning Analytics, Models, Learning Processes, Case Studies
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Bai, Haiyan; Pan, Wei; Hirumi, Astusi; Kebritchi, Mansureh – British Journal of Educational Technology, 2012
This research study assessed the effectiveness of a three-dimensional mathematics game, DimensionM, through a pretest-posttest control group quasi-experimental design. Participants consisted of 437 eighth graders. The classrooms were randomly assigned either to the treatment group that utilized DimensionM as a supplement to regular classroom…
Descriptors: Mathematics Achievement, Learning Motivation, Algebra, Control Groups
Gobert, Janice D.; Koedinger, Kenneth R. – Society for Research on Educational Effectiveness, 2011
The National frameworks for science emphasize inquiry skills (NRC, 1996), however, in typical classroom practice, science learning often focuses on rote learning in part because science process skills are difficult to assess (Fadel, Honey, & Pasnick, 2007) and rote knowledge is prioritized on high-stakes tests. Short answer assessments of…
Descriptors: Performance Based Assessment, Predictive Validity, High Stakes Tests, Rote Learning
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Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2009
Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…
Descriptors: Learning Activities, Student Motivation, Grade 8, Grade 5
Willis, Elizabeth M. – Learning & Leading with Technology, 1996
Examines three studies that investigated the use of technology in social studies education: (1) Project ICONS (International Communication and Negotiation Simulation) for college and high school students; (2) a study of sixth graders that used "Archaeotype," a computer simulation archaeological site; and (3) a decision-making study of…
Descriptors: Archaeology, Computer Assisted Instruction, Computer Simulation, Decision Making
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Van Eck, Richard; Dempsey, Jack – Educational Technology Research and Development, 2002
This study examined the effect of video-based contextualized advisement and competition on transfer of mathematics skills in a computer-based simulation game in which participants helped their "aunt and uncle" fix up a house. Participants were 123 seventh- and eighth-grade students. Results indicated an interaction between competition…
Descriptors: Competition, Computer Assisted Instruction, Computer Simulation, Grade 7
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Johnson, Roger T.; And Others – American Educational Research Journal, 1986
Using 74 eighth graders, the effects of computer-assisted cooperative, competitive, and individualistic instruction were compared. Computer-assisted cooperative instruction promoted greater quantity and quality of daily achievement, more successful problem solving, more task-related student-student interaction, and increased the perceived status…
Descriptors: Academic Achievement, Analysis of Variance, Comparative Analysis, Competition
Lewis, Eileen L.; And Others – Educational Technology, 1993
Describes a study of eighth-grade students that investigated the impact of computer simulations on students' ability to generalize scientific concepts from classroom to naturally occurring problems. A curriculum for teaching thermodynamics that was reformulated to emphasize integration of understanding is described, and student reactions are…
Descriptors: Computer Assisted Instruction, Computer Simulation, Concept Teaching, Courseware
Trowbridge, David; Durnin, Robin – 1984
This study examined learning by individuals and groups in a computer environment. Individual interactivity as a function of group size was investigated by focusing on various modes of interaction available to students while they completed activities using a computer. The activities, which involved manipulation of pictures of batteries, bulbs, and…
Descriptors: Academic Achievement, Computer Assisted Instruction, Computer Programs, Computer Simulation
Boston, Jane; And Others – Media and Methods, 1991
Describes three projects that use technology to adapt curriculum to a global approach: (1) kindergartners using a videotape to see a Japanese child; (2) eighth graders using Macintosh networked workstations to produce hypermedia presentations on community issues; and (3) a high school class using a computer-based telecommunications system to…
Descriptors: Computer Assisted Instruction, Computer Networks, Computer Simulation, Curriculum Development
Van Eck, Richard – 2001
This study looked at the effect of contextual advisement and competition on transfer of mathematics skills in a computer-based instructional simulation game and simulation in which game participants helped their "aunt and uncle" fix up a house. Competition referred to whether or not the participant was playing against a computer…
Descriptors: Access to Information, Competition, Computer Assisted Instruction, Computer Simulation
Mikulecky, Larry; And Others – 1997
This study of student groups working with the Chelsea Bank computer simulation concentrates on the extent to which students are involved in activities related to the Secretary's Commission on Achieving Necessary Skills (SCANS) categories and to knowledge about work place practices. Studying students using the Chelsea Bank simulations offers the…
Descriptors: Computer Assisted Instruction, Computer Simulation, Cooperative Learning, Grade 8