Publication Date
| In 2026 | 0 |
| Since 2025 | 55 |
| Since 2022 (last 5 years) | 299 |
| Since 2017 (last 10 years) | 524 |
| Since 2007 (last 20 years) | 921 |
Descriptor
Source
Author
| Isaias, Pedro, Ed. | 8 |
| Simonson, Michael, Ed. | 7 |
| Adams Becker, S. | 6 |
| Nunes, Miguel Baptista, Ed. | 6 |
| Cummins, M. | 5 |
| Burgos, Daniel | 4 |
| Isaías, Pedro, Ed. | 4 |
| Takemura, Atsushi | 4 |
| Barab, Sasha A. | 3 |
| Davis, A. | 3 |
| Estrada, V. | 3 |
| More ▼ | |
Publication Type
Education Level
Location
| Taiwan | 37 |
| Australia | 35 |
| United Kingdom | 27 |
| China | 26 |
| Turkey | 26 |
| Spain | 23 |
| Germany | 18 |
| United States | 17 |
| Canada | 14 |
| Indonesia | 14 |
| Japan | 14 |
| More ▼ | |
Laws, Policies, & Programs
| Americans with Disabilities… | 2 |
| No Child Left Behind Act 2001 | 1 |
| Rehabilitation Act 1973… | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
A. Lynn Stephens – Journal of Research in Science Teaching, 2024
It is widely recognized that we need to prepare students to think with data. This study investigates student interactions with digital data graphs and seeks to identify what might prompt them to shift toward using their graphs as thinking tools in the authentic activity of doing science. Drawing from video screencast data of three small groups…
Descriptors: Graphs, Data, Interaction, Electronic Learning
Brenna Sermania; Nicholas VanFossen; Ray Steen; Michael Stewart; Paul L. Raston – Journal of Chemical Education, 2024
We developed a gas-phase Fourier Transform InfraRed Scientific Instrument Simulator (FTIR-SIS, https://ftir.rastonlab.org/) in response to the unavailability of one during the COVID-19 pandemic lockdown of 2020. It features an interactive interface that encourages students to explore different components of a typical FTIR, and it allows them to…
Descriptors: Science Education, Science Instruction, Chemistry, Computer Simulation
Rawson, Rebecca; Okere, Uchechukwu; Tooth, Owen – International Review of Research in Open and Distributed Learning, 2022
Recent research in the field of virtual reality (VR) education is dominated by the application, experience, and effectiveness of high-immersive environments. However, high-immersive VR may not be accessible to all learners, with online distance learning students in particular unable to fully engage without being supplied with appropriate…
Descriptors: Computer Simulation, Technology Uses in Education, Electronic Learning, Environmental Education
Markouzis, Dimitrios; Baziakou, Aikaterini; Fesakis, Georgios; Dimitracopoulou, Angelique – International Journal of Mobile and Blended Learning, 2022
In recent years more and more people use their mobile phones daily for work or entertainment. The increasing use of mobile devices has led researchers to seek new ways of learning with their support, beyond the confines of formal education. The increasing computing power of mobile devices has contributed to the emergence of new, rapidly evolving…
Descriptors: Foreign Countries, Handheld Devices, Electronic Learning, Simulated Environment
Chen, Chia-Chen; Chen, Hong-Ren; Wang, Ting-Yu – Educational Technology & Society, 2022
Many elementary school students find astronomical knowledge difficult to attain. Students cannot observe planetary motion in the universe, which makes the construction of astronomical knowledge abstract and incomprehensible for many students. To cope with this dilemma, this study proposed creative situated learning via augmented reality (AR) and…
Descriptors: Creative Teaching, Computer Simulation, Electronic Learning, Astronomy
Kim, Minseong; Knotts, Tami L.; Albers, Nancy D. – Education and Information Technologies, 2022
Engaging activities are increasingly a staple in higher education. Professional programs, including business, engineering, and healthcare, rely on engaging activities to better prepare students for their future careers. Experiential learning can be achieved through a wide variety of approaches that can generally be classified as hands-on…
Descriptors: Experiential Learning, Technology Uses in Education, College Students, Student Satisfaction
Khukalenko, Iuliia Sergeevna; Kaplan-Rakowski, Regina; An, Yunjo; Iushina, Vera Dmitrievna – Education and Information Technologies, 2022
High-immersion virtual reality (VR) technology is often associated with gaming. Yet, it is increasingly popular in educational contexts due to its potential to engage and motivate learners. Prior to VR technology integration in the classroom, the acceptance or resistance toward VR needs to be explored. This paper reports the results obtained from…
Descriptors: Teacher Attitudes, Computer Simulation, Technology Uses in Education, Electronic Learning
Korkmaz, Elif; Morali, Hasibe Sevgi – International Electronic Journal of Mathematics Education, 2022
Augmented reality (AR) helps three dimensional, virtual objects to be viewed, interactively, in a real-world setting. AR technology is used in many fields such as medicine, advertisement, military, industry, and increasingly in education. AR has an importantrole in concretizing educational platforms and achieving permanentlearning. This study aims…
Descriptors: Meta Analysis, Computer Simulation, Electronic Learning, Mathematics Education
Wahid Yunianto; Adi Nur Cahyono; Theodosia Prodromou; Shereen El-Bedewy; Zsolt Lavicza – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2025
Creativity and problem-solving are 21st-century skills that we need to develop in our students. Research on computational thinking (CT) integration in school subjects and STEAM activities has shown a positive effect on students' problem-solving skills and creativity. Our study extends our previous work from the integration of CT in a mathematics…
Descriptors: Computation, Thinking Skills, STEM Education, Creativity
Naska Goagoses; Heike Winschiers-Theophilus; Selma Auala; Nicolas Pope; Erkki Rötkönen; Helvi Itenge; Calkin Suero Montero; Tomi Suovuo; Erkki Sutinen – Technology, Knowledge and Learning, 2025
Mixed reality (MR) provides new opportunities and affordances for fostering student engagement in remote learning. The current qualitative case study set out to (1) explore teachers' perspective of academic engagement in traditional classrooms, (2) explore how teachers' and students' envision engaging lessons using MR for remote learning, and (3)…
Descriptors: Distance Education, Computer Simulation, Learner Engagement, Teacher Attitudes
John Soboslai – Journal of Interactive Learning Research, 2025
Traditional methods of teaching religion often fail to capture the sensory and spatial dimensions of religious practices, leaving students with abstract understandings disconnected from lived experiences. This study pilots the use of extended reality resources--immersive 360-degree videos, enhanced video interviews, and virtual tours--as tools for…
Descriptors: Computer Simulation, Educational Resources, Teaching Methods, Religion Studies
Elif Tuna Pusa; Serkan Dinçer – SAGE Open, 2025
This meta-synthesis study examines the use of digital assessment tools in education, focusing on their prevalence, benefits, limitations, and recommendations for effective integration into teaching processes. Based on 41 empirical studies published between December 2012 and January 2023, this study follows the thematic synthesis approach proposed.…
Descriptors: Student Evaluation, Portfolio Assessment, Electronic Publishing, Computer Assisted Testing
Yadav, Arti; Gupta, Kriti Priya – International Journal of Learning and Change, 2023
Augmented reality has become an important educational technology in teaching-learning. Technology embedded learning provides an enhanced perception of the existing material. Therefore, this study presents a systematic literature review of the scope of AR in educational settings by reviewing 72 research articles published in reputed journals…
Descriptors: Computer Simulation, Educational Technology, Literature Reviews, Technology Uses in Education
Wang, Hsin-Yun; Sun, Jerry Chih-Yuan – Interactive Learning Environments, 2023
This study investigated student engagement and focused attention in three co-creation environments (a paper-based environment, the 2D Jamboard platform, and the CoSpaces virtual reality (VR) platform). The study utilized a quasi-experimental research design with a total of 66 tenth-grade students including 34 males (52%) and 32 females (48%) from…
Descriptors: Computer Simulation, Learner Engagement, Attention, Electronic Learning
Ross, Robert; Hall, Richard; Ross, Sarah – International Journal of Information and Learning Technology, 2023
Purpose: Escape room-based learning is a new educational game-based learning trend which embeds student learning within an exciting escape room scenario. Ordinarily these educational escape rooms are in a table-top format which involves learners decoding clues together around a table. In the age of a global pandemic [coronavirus disease 2019…
Descriptors: Game Based Learning, Computer Simulation, COVID-19, Pandemics

Peer reviewed
Direct link
