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Daniel Elford; Simon J. Lancaster; Garth A. Jones – Journal of Chemical Education, 2022
There is little doubt that motivation influences the extent to which individuals engage with online learning experiences. With the increasing role of digital technologies within chemistry higher education, this study illustrates how an augmented reality (AR)-supported educational escape activity (EEA), based on topics of inorganic stereochemistry,…
Descriptors: Motivation Techniques, Chemistry, Science Education, Computer Simulation
Korkmaz, Özgen – Online Submission, 2016
The purpose of the present research is to designate the effects of Scratch-based game activities on students' attitudes towards learning computer programming, self-efficacy beliefs and levels of academic achievement. The research was conducted through a pre-test-post-test control group quasi-experimental study. The study group consists of 49…
Descriptors: Student Attitudes, Programming, Educational Games, Self Efficacy
Cowdery, Joan; Majeske, Paul; Frank, Rebecca; Brown, Devin – American Journal of Health Education, 2015
Background: Although there are thousands of health and fitness smartphone apps currently available, little research exists regarding the effects of mobile app technology on physical activity behavior. Purpose: The purpose of this study was to test whether Exergame smartphone applications increase physical activity levels. Methods: This was a…
Descriptors: Computer Oriented Programs, Educational Technology, Technology Uses in Education, Physical Activity Level
Swirski, Hani; Baram-Tsabari, Ayelet – Interdisciplinary Journal of E-Learning and Learning Objects, 2014
While interest is central to learning, considerable disparities have been reported between students' science interests and the science curriculum. This study explores how 5th grade students' (n = 72) competence, relatedness and interest levels changed as a consequence of using two online learning environments, which bridged the students' anonymous…
Descriptors: Hypermedia, Educational Technology, Science Instruction, Science Curriculum
Ross, Jennifer Gunberg – ProQuest LLC, 2011
Simulation is a teaching method that closely replicates reality by integrating all three learning domains: cognitive, affective, and psychomotor. Despite the widespread use of simulation in nursing education today, there is a dearth of empirical evidence supporting the use of simulation to teach psychomotor skills. Furthermore, there is no…
Descriptors: Evidence, Experimental Groups, Learning Laboratories, Statistical Analysis
Valente, Alice M. – ProQuest LLC, 2010
High fidelity simulation is a well documented adjunctive teaching method in medical and nurse practitioner programs, but few studies of effectiveness on this technology on the development of competency have emphasized pre-licensure associate degree level programs. This study explored student competency in the application of the nursing process…
Descriptors: Nursing, Associate Degrees, Data Analysis, Competence
Zottmann, J. M.; Goeze, A.; Frank, C.; Zentner, U.; Fischer, F.; Schrader, J. – Interactive Learning Environments, 2012
Analytical competency in classroom situations can be seen as a crucial aspect of teachers' professional competency. While case-based learning is considered to have great potential for teacher education, particularly with respect to the promotion of teachers' analytical skills, there have been very few attempts to investigate the effects of…
Descriptors: Foreign Countries, Competence, Preservice Teacher Education, Learning Processes