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Wang, Song; Sung, Rou-Jia; Reinholz, Daniel L.; Bussey, Thomas J. – Journal of Research in Science Teaching, 2023
The use of two-dimensional images to teach students about three-dimensional molecules continues to be a prevalent issue in many classrooms. As affordable visualization technologies continue to advance, there has been an increasing interest to utilize novel technology, such as augmented reality (AR), in the development of molecular visualization…
Descriptors: Science Instruction, Visual Aids, Educational Technology, Biochemistry
García-Magariño, Iván; Plaza, Inmaculada; Igual, Raúl; Lombas, Andrés S.; Jamali, Hana – IEEE Transactions on Learning Technologies, 2020
Most novice teachers and even some experienced teachers can lack appropriate tools for designing teaching strategies that ensure the quality of education. The ability of working in teams is crucial in educating professionals. The literature proves that social relations influence the performance of teams. For instance, the team cohesion is directly…
Descriptors: Computer Simulation, Group Unity, Teamwork, Group Dynamics
Amara, Sofiane; Macedo, Joaquim; Bendella, Fatima; Santos, Alexandre – Educational Technology & Society, 2016
Learners are becoming increasingly divers. They may have much personal, social, cultural, psychological, and cognitive diversity. Forming suitable learning groups represents, therefore, a hard and time-consuming task. In Mobile Computer Supported Collaborative Learning (MCSCL) environments, this task is more difficult. Instructors need to consider…
Descriptors: Cooperative Learning, Electronic Learning, Handheld Devices, Computer Uses in Education
Park, Hyungsung; Seo, Sumin – Interactive Learning Environments, 2013
The purpose of this study was to analyze the effects of collaborative activities on group identity in a virtual world such as "Second Life." To achieve this purpose, this study adopted events that promoted participants' interactions using tools inherent in "Second Life." The interactive tools given to the control group in this…
Descriptors: Foreign Countries, College Students, Computer Simulation, Internet
"World of Warcraft" and the Impact of Game Culture and "Play" in an Undergraduate Game Design Course
Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment
Lu, Jingyan; Lajoie, Susanne P. – Contemporary Educational Psychology, 2008
This study investigated the collaborative decision-making and communicative discourse of groups of learners engaged in a simulated medical emergency in two conditions. In one condition subgroups used a traditional whiteboard (TW group) to document medical arguments on how to solve a medical emergency. In the other condition subgroups used…
Descriptors: Persuasive Discourse, Cooperative Learning, Decision Making, Educational Technology