NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
Assessments and Surveys
Computer Attitude Scale1
What Works Clearinghouse Rating
Showing 1 to 15 of 53 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Kynigos, Chronis; Karavakou, Myrto – Digital Experiences in Mathematics Education, 2023
We investigate three 8th-grade students' mathematical meanings developed in the context of using linked representations to generate animations of figural models tuned in musical rhythm in "MaLT2," a programmable Turtle Geometry in 3D resource affording dynamic manipulation of variable values. We adopted a modified version of the UDGS…
Descriptors: Middle School Students, Grade 8, Computer Simulation, Mathematical Concepts
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Simpson, Joseph; Brantly, Aaron – Journal of Cybersecurity Education, Research and Practice, 2022
Several decades of research in simulation and gamification in higher education shows that simulations are highly effective in improving a range of outcomes for students including declarative knowledge and interest in the topic being taught. While there appears to be a broad array of options to provide education in an undergraduate setting related…
Descriptors: Information Security, Undergraduate Students, Gamification, Literature Reviews
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Joseph M. Furner – International Journal of Education in Mathematics, Science and Technology, 2024
This paper will provide several examples of science and mathematics integration: navigation/map-reading, ecology/ecosystems/population growth, and chemistry/molecular structures. This paper underscores integrating STEM subjects with problem-based learning with technology such as video/computer simulations/programming/coding and the dynamic free…
Descriptors: Problem Based Learning, Mathematics Instruction, Educational Technology, Geometry
Peer reviewed Peer reviewed
Direct linkDirect link
Martay, Jennifer L. B.; Martay, Hugo; Carpes, Felipe P. – Advances in Physiology Education, 2021
Remote teaching can be both challenging and motivating. Professors and lecturers have developed innovative strategies to improve students' education and engage students in synchronous and asynchronous classes. In this Illuminations paper, we describe BodyWorks, online tools to support courses in physiology, motor control, and biomechanics. The…
Descriptors: Interaction, Interdisciplinary Approach, Web Based Instruction, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
Peer reviewed Peer reviewed
Direct linkDirect link
Archer, Avery; Sederberg, David; Kondapaneni, Guna; Sands, Philip – Physics Teacher, 2020
The Search for Exoplanets is an interactive computer simulation, the product of a collaboration between the Departments of Physics and Astronomy and Computer Science at Purdue University. Our goal was to create a computer simulation that would introduce students to scientific principles, research methodology, and analysis of data with which…
Descriptors: Computer Simulation, Educational Technology, Science Instruction, Teaching Methods
Bergeron, Susan J.; Green, Ronald S. – Geography Teacher, 2021
During the 2018-2019 academic year, the authors had the opportunity to begin work on a unique multi-year virtual heritage "Virtual Shikoku Pilgrimage" (VSP) project. The main goal of this project is to design and develop an immersive virtual landscape exploration platform that uses 3-D digital technologies, including the Unity video game…
Descriptors: Foreign Countries, Computer Simulation, Cultural Awareness, Undergraduate Students
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Akinade Adebowale Adewojo – Digital Education Review, 2025
As educational spaces transition from physical classrooms to digital and AI-mediated environments, this research explores the ontological implications of this shift. By examining the concept of the "Future Classroom," which extends learning spaces into virtual, augmented, and AI-driven realities, this study asks whether digital spaces…
Descriptors: Educational Trends, Futures (of Society), Virtual Classrooms, Artificial Intelligence
Peer reviewed Peer reviewed
Direct linkDirect link
See, Zi Siang; Ledger, Susan; Goodman, Lizbeth L.; Matthews, Benjamin; Jones, Donovan; Fealy, Shanna; Ooi, Wooi Har; Amin, Manisha – Journal of Information Technology Education: Innovations in Practice, 2023
Aim/Purpose: This paper describes a technologies education model for introducing Simulation Learning and Extended Reality (XR) solution creation skills and knowledge to students at the tertiary education level, which is broadly applicable to higher education-based contexts of teaching and learning. Background: This work is made possible via the…
Descriptors: Technology Education, College Students, Models, Educational Technology
Scott Sutherland – ProQuest LLC, 2022
The purpose of this study was to determine how a particular technology program, Gizmos, would impact English language learner students in demonstrating their verbal and written comprehension of science content at a proficient level. Gizmos were incorporated as an intervention to facilitate the teaching of two different topics, convection cells and…
Descriptors: English Language Learners, English (Second Language), Academic Achievement, Middle School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Lim, Kyungeun; Lee, Soon Goo – Art Education, 2022
Virtual reality (VR) is no longer a surprisingly novel technology. Most art educators have heard about VR, although they may not have a detailed knowledge of or experience with it. However, as VR has become commercialized, education researchers have also looked at using VR for teaching, and they have discussed its effects on students' learning.…
Descriptors: Computer Simulation, Art Education, Educational Technology, Technology Integration
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Yong, Yoo Ji; Lee, Jee Hyun; Kim, Yeon Soo – Cypriot Journal of Educational Sciences, 2022
This study was intended to hear from experts. Meta-classroom is a university curriculum in the field of culture and arts. The research area is a Korean university lecture room. The target audience is the master's program, doctoral program and related experts, and the departments are performing arts, media communication, and film department.…
Descriptors: Higher Education, Graduate Study, College Faculty, Artificial Intelligence
Moorman, Lynn; Cerney, Dawna; Gielstra, Dianna; Foster, Ellen; Villa Cerveny, Niccole – Geography Teacher, 2021
GeoCamp Iceland is a local program designed in Iceland to provide "field-based educational experiences dedicated to increasing knowledge through practical and active learning" in subjects related to earth science and renewable energy (Morrill and Waite 2019). Since 2015, NCGE has partnered with GeoCamp Iceland to offer an in-service,…
Descriptors: Foreign Countries, Experiential Learning, Earth Science, Energy Conservation
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Cochrane, Thomas; Aiello, Stephen; Cook, Stuart; Aguayo, Claudio; Wilkinson, Norm – Research in Learning Technology, 2020
This article evaluates the results of two prototype iterations of a design-based research project that explores the application of mobile mixed reality (MMR) to enhance critical care clinical health education simulation in Paramedicine. The project utilises MMR to introduce critical elements of patient and practitioner risk and stress into…
Descriptors: Telecommunications, Handheld Devices, Health Education, Allied Health Occupations
Peer reviewed Peer reviewed
Direct linkDirect link
Roman, Tiffany A.; Racek, Jon – TechTrends: Linking Research and Practice to Improve Learning, 2019
Three-dimensional (3-D) virtual environments have key affordances that can improve learning, particularly when context, culture, and pedagogical aims are aligned to a given learning situation. One challenge in detailing effective uses of 3-D virtual environments in teaching and learning contexts is that the design judgments involved are not always…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Geometric Concepts
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4