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Amy L. Cook; Kristin M. Murphy; Lindsay M. Fallon; Alexis Ervin; Anastasiia Iun; Anna Whitehouse – Contemporary School Psychology, 2024
Research supports the use of engaging young students in shared reading opportunities beyond the school setting to scaffold children's social emotional and academic development. This article describes an exploratory mixed-methods case study examining the application of the Storybooks and Social Hooks (SASH) curriculum, which uses dialogic reading…
Descriptors: Reading Strategies, Computer Simulation, Social Emotional Learning, Technology Uses in Education
Xiaojia Wang; Rickard Enstroem – Decision Sciences Journal of Innovative Education, 2024
Information flow is one of the three main flows of supply chains. It is an abstract concept that can be challenging for students to grasp in its entirety. This article describes a role-playing game for teaching the topic of information flow in an undergraduate supply chain management course. The game allows students to simulate receiving and…
Descriptors: Role Playing, Educational Games, Undergraduate Study, Economics Education
Razan Hamed; Elizabeth Gdanski; Jooeun Kim; Julianne Le; Amy Lopez; Azmina Panjwani; Allyson Tong; Gloriana Wilson – Journal of Occupational Therapy Education, 2024
Virtual reality (VR) is an immersive innovative technology that can be used with occupational therapy students for bias training in preparation for fieldwork and clinical practice. The purpose of this study was to explore the use of VR as a complementary educational tool in bias and microaggressions (MA) training for entry-level occupational…
Descriptors: Computer Simulation, Technology Uses in Education, Sensitivity Training, Bias
Núñez-Pacheco, Rosa; Espinoza-Montoya, Claudia; Yucra-Quispe, Liz-Marjorie; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to…
Descriptors: Video Games, Game Based Learning, Engineering Education, Student Attitudes
Yizhen Wang – Innovation in Language Learning and Teaching, 2025
Purpose: This study investigated the effects of an AR application (Civilisations AR) on EFL learners' oral proficiency in the dimensions of content, fluency, vocabulary, pronunciation, and grammar, as well as their attitudes and perceptions toward AR technology. Design: Utilizing a quasi-experiment, twenty-four EFL learners engaged in a…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Learning
Gülçin Büyüközkan; Esin Mukul – Interactive Learning Environments, 2024
In recent years, with the improvement of information and communication technologies and the step towards 5G technology in the Internet infrastructure, the use of technologies in education is increasing day by day. Metaverse is one of the important technologies that contribute to digital education processes. While various studies search the…
Descriptors: Computer Simulation, Distance Education, Electronic Learning, Educational Trends
Mørch, Anders I. – International Journal of Information and Learning Technology, 2020
Purpose: The present study proposes action-breakdown-repair (ABR) as a pedagogical model and 3D virtual worlds as technology, to bridge the gap between curricular goals and students out of school technology experiences, referred to as the educational gap. Design/methodology/approach: A qualitative study combining design-based research (DBR) and a…
Descriptors: Models, Computer Simulation, Technology Uses in Education, Computer Games
Marshall, Nancy; Martin, Jennifer – Papers on Postsecondary Learning and Teaching, 2019
Leveraging digital technology for practice innovation is a compelling challenge. Limited education and training prevent human service practitioners from incorporating technology into practice. Progress in this area will be achieved when significant changes to pedagogy support technology integration with teaching/learning partnerships in higher…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Graduate Students
Piety, Philip J. – Grantee Submission, 2021
The paper discusses the use of "Productive Disciplinary Engagement" (PDE) for a curricular project that features a technology-based alternate reality game (ARG) with the objective of teaching undergraduate students about the collaborative nature of STEM careers. Much of the PDE research uses PDE as either a design-principle or as an…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Students, Educational Games
Lowell, Victoria L.; Alshammari, Ali – Educational Technology Research and Development, 2019
Role-playing simulations can provide students with experiential learning opportunities to develop strong interviewing and diagnosis skills, and practice skills they are learning in their classes. In this study, students completed role-playing activities in an online 3D virtual counselor training facility, and interviewed "patient"…
Descriptors: Educational Technology, Technology Uses in Education, Role Playing, Computer Simulation
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Denvir, Catrina, Ed. – Cambridge University Press, 2020
Over the last decade, cost pressures, technology, automation, globalisation, de-regulation, and changing client relationships have transformed the practice of law, but legal education has been slow to respond. Deciding what learning objectives a law degree ought to prioritise, and how to best strike the balance between vocational and academic…
Descriptors: Legal Education (Professions), Educational Development, Job Skills, Skill Development
Wu, Yi-Ju Ariel; Lan, Yu-Ju; Huang, Sin-Bao Paul; Lin, Yen-Ting R. – Educational Technology & Society, 2019
This study explores the effects of how collaborating in a virtual world (VW) enhanced learners' healthcare professional-patient communicative skills, including physician-patient and inter-professional communication in medical discourse. Through a quasi-experimental design case study, 47 Taiwanese Freshman English students from a College of…
Descriptors: Computer Simulation, Communication Skills, Interpersonal Communication, Medical Students
McKinney, Jason S. – Journal of Teaching in Social Work, 2019
The movement towards competency-based education in social work has required a shift in delivery to more experiential learning opportunities for students. Looking forward, the Council on Social Work Education [CSWE] has instituted a Futures Task Force, exploring roles social workers may play in the future, with particular attention to the evolution…
Descriptors: Teaching Methods, Social Work, Simulated Environment, Blended Learning
Wood, Charles A.; Shia, Jackie; Kudlak, Lori; Ondeck, Laura – Journal of STEM Outreach, 2020
Since 1998, educators at Wheeling Jesuit University's Challenger Learning Center and Center for Educational Technologies have created realistic live simulations of science and medical emergencies in which students act as astronauts, scientists or doctors to solve STEM problems such as diagnosing diseases, stopping epidemics, picking a safe…
Descriptors: STEM Education, Videoconferencing, Web Sites, Educational Technology