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Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
Chien, Shu-Yun; Hwang, Gwo-Jen – British Journal of Educational Technology, 2022
Intracultural learning emphasises the importance of understanding one's own culture and that of foreign countries; furthermore, it involves sharing relevant opinions with people from around the world and developing an understanding and acceptance of differences. In order to immerse students in foreign countries to experience the cultures and…
Descriptors: Multicultural Education, Computer Simulation, Computer Uses in Education, Learner Engagement
Jamie Loizzo; Caroline Nickerson; Caroline Barnett; Taylor Nash; Laura Warner; Savanna Barry; Micheal Allen – Applied Environmental Education and Communication, 2023
Virtual reality (VR) and electronic field trips (EFT) can introduce youth to natural environments, climate change mitigation strategies, and related STEM careers. We developed a VR and EFT outreach program featuring scientists working on living shorelines for coastal restoration as a response to sea-level rise and examined the program's impacts on…
Descriptors: Computer Simulation, Field Trips, Computer Uses in Education, STEM Education
Wehrbein, William M. – Physics Teacher, 2022
Recognized as one of the most beautiful experiments of all time, the oil drop experiment performed by Robert Millikan and his graduate students (primarily Harvey Fletcher) is a standard in the repertoire of experiments performed by undergraduate physics students. However, "as a teaching lab it does not enjoy a good reputation for three…
Descriptors: Science Experiments, Science Laboratories, Undergraduate Students, College Science
Cardoso, Josué; Caetano, Diego; Abreu, Raphael; Quadros, João; dos Santos, Joel; Ogasawara, Eduardo; Lignani, Leonardo – IEEE Transactions on Learning Technologies, 2020
This paper analyzes Sim-Evolution, an educational simulator designed to help teachers presenting three basic principles of the theory of evolution by natural selection (TENS): the trait variation within a population, the heritability of trait variation, and the selective survival based on heritable traits. Sim-Evolution focuses on high school…
Descriptors: Computer Simulation, Computer Uses in Education, Evolution, Science Instruction
Leung, Promail K. Y.; Cheng, Maurice M. W. – Journal of Educational Technology Systems, 2021
Students nowadays grow up with electronic devices and are adept at navigating the virtual world. Practical activities may be more of a novelty for them than simulations. Using the topic of electric circuits as a context, we examined the ways in which Grade 11 students perceived and learned from practical work and simulations, respectively. In this…
Descriptors: Grade 11, Experiential Learning, Computer Simulation, Electronic Equipment
Briscoe, Michael – Science Teacher, 2019
FLEET is a free ship-design simulator that reaches students in their native environment--video games. It is also a physics simulator that applies content first learned through hands-on scientific investigations. Using FLEET, students design and use ships for various naval missions by mastering scientific concepts such as force, energy, and work,…
Descriptors: Video Games, Computer Simulation, Physics, Hands on Science
Kyza, Eleni A.; Georgiou, Yiannis – Interactive Learning Environments, 2019
While learning can happen anywhere and everywhere, most educational practices in K-12 are confined within the walls of a classroom and the school; such practices narrowly define learning and exclude the opportunities that an expanded and digitally mediated definition of learning can offer. Augmented reality (AR) technologies offer exciting new…
Descriptors: Computer Simulation, Simulated Environment, Scaffolding (Teaching Technique), Inquiry
Kunnath, Bobby; Kriek, Jeanne – African Journal of Research in Mathematics, Science and Technology Education, 2018
The study aimed to determine the most effective of three pedagogies to improve Grade 12 learners' understanding of the photoelectric effect when the teaching was done using chalk and talk, guided learning with computer simulations (CS) as a demonstration tool and semi-autonomous learning where the learners used the CS individually with limited…
Descriptors: Grade 12, Secondary School Science, Computer Simulation, Science Instruction
Geng, Jianming; Chen, Kaiyuan; Wang, Nengxin; Ling, Sihan; Guo, Muqi; Huang, Zuyi – Chemical Engineering Education, 2019
US high school (HS) students are lagging behind their foreign peers in math performance. It is thus necessary to design teaching modules that motivate US HS students to learn more math and to improve their math skills. Our study set out to test two different software programs designed for the development of such skills. MATLAB Simulink provides a…
Descriptors: High School Students, Secondary School Mathematics, Mathematics Education, Computer Software
Saldanha, Luis – Statistics Education Research Journal, 2016
This article reports on a classroom teaching experiment that engaged a group of high school students in designing sampling simulations within a computer microworld. The simulation-design activities aimed to foster students' abilities to conceive of contextual situations as stochastic experiments, and to engage them with the logic of hypothesis…
Descriptors: Student Experience, Computer Simulation, High School Students, Hypothesis Testing
García, Víctor N.; Sánchez, Ernesto – North American Chapter of the International Group for the Psychology of Mathematics Education, 2017
In the present study we analyze how students reason about or make inferences given a particular hypothesis testing problem (without having studied formal methods of statistical inference) when using Fathom. They use Fathom to create an empirical sampling distribution through computer simulation. It is found that most student´s reasoning rely on…
Descriptors: High School Students, Logical Thinking, Hypothesis Testing, Computer Simulation
Thornburgh, William R.; Tretter, Thomas R. – Science Teacher, 2017
This article describes a unit in which students investigate total solar eclipses, such as the one coming August 21, from several perspectives. It incorporates mathematical thinking and aligns with the "Next Generation Science Standard." This article refers to physical, virtual, and mathematical modeling. Various models and perspectives…
Descriptors: Astronomy, Mathematical Models, Recreational Facilities, Lunar Research
David Gammack – Journal of Teaching and Learning with Technology, 2015
In this article we discuss the possible uses of NetLogo as an educational tool for High School and early-years undergraduate students. The paper is geared towards teachers from all disciplines who require students to problem solve, be quantitative and logical but want a project orientated platform to build or reinforce knowledge. The tools and…
Descriptors: Computer Uses in Education, Computer Simulation, Thinking Skills, Science Process Skills
The Effect of an Augmented Reality Enhanced Mathematics Lesson on Student Achievement and Motivation
Estapa, Anne; Nadolny, Larysa – Journal of STEM Education: Innovations and Research, 2015
The purpose of the study was to assess student achievement and motivation during a high school augmented reality mathematics activity focused on dimensional analysis. Included in this article is a review of the literature on the use of augmented reality in mathematics and the combination of print with augmented reality, also known as interactive…
Descriptors: Mathematics Instruction, Computer Simulation, Computer Uses in Education, High School Students
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