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Tavukcu, Tahir – World Journal on Educational Technology: Current Issues, 2016
In this research, it is aimed to determine the effect of the attitudes of postgraduate students towards scientific research and codes of conduct, supported by digital script. This research is a quantitative study, and it has been formed according to pre-test & post-test research model of experiment and control group. In both groups, lessons…
Descriptors: Scientific Research, Ethics, Graduate Students, Student Attitudes
Development of a Situated Spectrum Analyzer Learning Platform for Enhancing Student Technical Skills
Chuang, Chien-Pen; Jou, Min; Lin, Yen-Ting; Lu, Cheng-Tien – Interactive Learning Environments, 2015
Electronic engineering industries require technical specialists to operate precision electronic instruments. However, limitations in course designs and equipment availability mean that only a few students are able to use the equipment in practical lessons within a limited timeframe. Also, instruction of techniques and skills are still mostly…
Descriptors: Foreign Countries, Engineering Education, Technical Education, Context Effect
Çakiroglu, Ünal – Eurasian Journal of Educational Research, 2014
Problem statement: Although there is agreement on the potential of project based learning (PBL) and virtual manipulatives (VMs), their positive impact depends on how they are used. This study was based on supporting the use of online PBL environments and improving the efficacy of the instructional practices in PBL by combining the potentials of…
Descriptors: Virtual Classrooms, Comparative Analysis, Active Learning, Student Projects
Rowe, Jonathan P.; Shores, Lucy R.; Mott, Bradford W.; Lester, James C. – International Journal of Artificial Intelligence in Education, 2011
A key promise of narrative-centered learning environments is the ability to make learning engaging. However, there is concern that learning and engagement may be at odds in these game-based learning environments. This view suggests that, on the one hand, students interacting with a game-based learning environment may be engaged but unlikely to…
Descriptors: Problem Solving, Educational Technology, Virtual Classrooms, Educational Environment
Barnard-Brak, Lucy; Paton, Valerie Osland; Lan, William Y. – ALT-J: Research in Learning Technology, 2010
Self-regulatory skills have been associated with positive outcomes for learners. In the current study, we examined the self-regulatory skills of students who are first-generation online learners over the course of their first semester of online instruction. The purpose of this study is to determine whether the online self-regulatory skills of…
Descriptors: Electronic Learning, Online Courses, Instructional Effectiveness, Educational Environment
Lin, Ming-Chao; Tutwiler, M. Shane; Chang, Chun-Yen – Learning, Media and Technology, 2011
This study investigated the relationship between the use of a three-dimensional Virtual Reality Learning Environment for Field Trip (3DVLE[subscript (ft)]) system and the achievement levels of senior high school earth science students. The 3DVLE[subscript (ft)] system was presented in two separate formats: Teacher Demonstrated Based and Student…
Descriptors: Field Trips, Intervention, Student Attitudes, Computer Simulation
Dunsworth, Qi; Atkinson, Robert K. – Computers & Education, 2007
Research suggests that students learn better when studying a picture coupled with narration rather than on-screen text in a computer-based multimedia learning environment. Moreover, combining narration with the visual presence of an animated pedagogical agent may also encourage students to process information deeper than narration or on-screen…
Descriptors: Narration, Human Body, Educational Environment, Multimedia Instruction