Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 13 |
Descriptor
Computer Simulation | 13 |
Educational Games | 13 |
Scientific Concepts | 13 |
Science Instruction | 8 |
Teaching Methods | 7 |
Educational Technology | 6 |
Foreign Countries | 6 |
Technology Uses in Education | 5 |
Chemistry | 4 |
Instructional Design | 4 |
Case Studies | 3 |
More ▼ |
Source
Author
Ash, Katie | 1 |
Bernd Meyer | 1 |
Brian C. Nelson | 1 |
Carmo, Mafalda, Ed. | 1 |
Corey Brady | 1 |
Croxton, DeVaughn | 1 |
Cynthia M. D'Angelo | 1 |
Dhanush S. Bejjarapu | 1 |
Dirin, Amir | 1 |
Douglas B. Clark | 1 |
Eric Shaffer | 1 |
More ▼ |
Publication Type
Journal Articles | 11 |
Reports - Research | 6 |
Reports - Descriptive | 4 |
Collected Works - Proceedings | 2 |
Reports - Evaluative | 1 |
Education Level
Audience
Location
Japan | 2 |
Malaysia | 2 |
Arizona | 1 |
Austria (Vienna) | 1 |
Canada | 1 |
China | 1 |
Colombia | 1 |
Cyprus | 1 |
Denmark | 1 |
Europe | 1 |
Germany | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Dhanush S. Bejjarapu; Yize Chen; Jiyan Xu; Eric Shaffer; Nishant Garg – Journal of Chemical Education, 2024
Recent advancements in computer graphics and hardware have driven the resurgence of virtual reality (VR). Past literature has reported the use of VR in education, especially for teaching spatially complex concepts. However, there are limited data available on the precise role of VR game design elements. In this study, we introduce a new VR game,…
Descriptors: Physical Sciences, Chemistry, Computer Simulation, Educational Games
Marwan Abualrob; Thawra Awad – Science Education International, 2024
This study aims to develop an augmented reality (AR) board game for teaching atomic models and measure its effectiveness from the student's point of view. The Analysis, Design, Development, Implementation, and Evaluation model was used to create the AR board game to help achieve the study objectives. The study collected data from three focus…
Descriptors: Computer Simulation, Educational Technology, Models, Instructional Effectiveness
Croxton, DeVaughn; Kortemeyer, Gerd – Physics Education, 2018
Researching informal gameplay can be challenging, since as soon as a formal study design is imposed, it becomes neither casual nor self-motivated. As a case study of a non-invasive design, we analyze publicly posted gameplay videos to assess the effectiveness of a physics educational video game on special relativity. These videos offer unique…
Descriptors: Physics, Science Instruction, Video Games, Case Studies
Rychkova, Anastasia; Korotkikh, Alexey; Mironov, Andrey; Smolin, Artem; Maksimenko, Nadezhda; Kurushkin, Mikhail – Journal of Chemical Education, 2020
Orbital Battleship, published in 2016 in this "Journal," is a hands-on competitive exercise which has been shown to be an efficient tool to reinforce the knowledge of the atomic structure. We decided to give it a more futuristic look and are presenting VR Orbital Battleship, a completely immersive collaborative experience which, in…
Descriptors: Science Instruction, Computer Simulation, Educational Technology, Educational Games
Douglas B. Clark; Satyugjit Virk; Pratim Sengupta; Corey Brady; Mario Martinez-Garza; Kara Krinks; Stephen S. Killingsworth; John Kinnebrew; Gautam Biswas; Jacqueline Barnes; James Minstrell; Brian C. Nelson; Kent Slack; Cynthia M. D'Angelo – International Journal of Designs for Learning, 2016
We have iteratively designed and researched five digital games focusing on Newtonian dynamics for middle school classrooms during the past seven years. The designs have evolved dramatically in terms of the roles and relationships of the formal representations, phenomenological representations, and control schemes. Phenomenological representations…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Teaching Methods
Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung – Educational Technology Research and Development, 2016
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Science Education
Smyrnaiou, Zacharoula; Foteini, Moustaki; Kynigos, Chronis – Electronic Journal of e-Learning, 2012
Learning science requires the understanding of concepts and formal relationships, processes that--in themselves--have been proved to be difficult for students as they seem to encounter substantial problems with most of the inquiry-learning processes in which they engage. Models in inquiry-based learning have been considered as powerful…
Descriptors: Foreign Countries, Active Learning, Cooperative Learning, Learning Processes
Lim, Cher Ping; Tay, Lee Yong; Hedberg, John – Journal of Educational Computing Research, 2011
Two grade 5 classes (11-12-year-olds) were introduced through an inquiry-based pedagogy to scientific ideas and concepts within a 3D game-like multi-user virtual environment (MUVE). This article explores how a particular set of strategies and conditions might encourage and sustain the use of the MUVE, Quest Atlantis (QA), as a problem-based…
Descriptors: Foreign Countries, Problem Based Learning, Educational Innovation, Grade 5
Hannes Kaufmann; Bernd Meyer – Themes in Science and Technology Education, 2009
We present an immersive virtual reality (VR) application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately. Students are enabled to actively build their own experiments and study them. A variety of tools are provided to analyze forces, mass, paths…
Descriptors: Physics, Science Instruction, Simulated Environment, Computer Simulation
Ash, Katie – Education Week, 2009
To build on classroom experiments and lectures, Daniel Sweeney has his 9th grade earth science students act out scientific concepts on a 15-by-15-foot mat on the floor of the room. Object-tracking cameras mounted on scaffolding around the space collect data based on the students' movements while immersing them in the experience through a video…
Descriptors: Academic Achievement, Earth Science, Scientific Concepts, Grade 9
Squire, Kurt; Klopfer, Eric – Journal of the Learning Sciences, 2007
Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical potential of augmented reality simulations in environmental engineering education by immersing students in…
Descriptors: Scientific Principles, Investigations, Engineering Education, Computer Simulation
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education
Carmo, Mafalda, Ed. – Online Submission, 2015
We are delighted to welcome you to the International Conference on Education and New Developments 2015-END 2015, taking place in Porto, Portugal, from 27 to 29 of June. Education, in our contemporary world, is a right since we are born. Every experience has a formative effect on the constitution of the human being, in the way one thinks, feels and…
Descriptors: Foreign Countries, Educational Development, Educational Change, Educational Trends