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Hae Ryung Rinpoche Kim – ProQuest LLC, 2024
This study explored the dynamic interplay of social constructivism, game-based learning, and communities of practice in the context of teachers using Minecraft as an educational tool. This study used a teacher survey to collect insights from teachers who use Minecraft and are members of the Minecraft Teachers' Lounge. The research investigated how…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Surveys
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Federico De Lorenzis; Alessandro Visconti; Simone Restivo; Francesca Mazzini; Serena Esposito; Silvia Fraterrigo Garofalo; Luca Marmo; Debora Fino; Fabrizio Lamberti – Smart Learning Environments, 2024
The use of Virtual Reality (VR) in education is getting more and more common, especially when hands-on learning experiences have to be delivered. With VR it becomes possible, e.g., to simulate dangerous or costly procedures that could hardly be implemented in real settings. However, engaging large classes in immersive laboratory activities may be…
Descriptors: Computer Simulation, Cooperative Learning, Chemistry, Science Education
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Nuno Verdelho Trindade; Lidia Custodio; Alfredo Ferreira; Joao Madeiras Pereira – IEEE Transactions on Learning Technologies, 2024
Ray tracing is a computer graphics technique used to produce realistic visuals by physically simulating the behavior of light. Although this technique can be described straightforwardly, fully comprehending it might be challenging. It is typically taught in the classroom using the 2-D formats, such as paper or a blackboard. We propose using…
Descriptors: Computer Simulation, Computer Graphics, Visualization, Computer Assisted Instruction
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Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
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Nurjanah; Dahlan, Jarnawi Afgani; Wibisono, Yudi – International Journal of Instruction, 2021
The purpose of this study was to compare two treatments, namely the use of hands-on activity media and computer-based media on the conceptual understanding of mathematics and the reasoning ability of junior high school students. In order to obtain complete information about the comparison of the two, researchers also use groups without learning…
Descriptors: Experiential Learning, Computer Uses in Education, Learning Activities, Mathematical Concepts
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Meng-Han Tsai – Journal of Civil Engineering Education, 2024
This research describes a case study of an integrated human-computer interaction (HCI) course for construction engineering students using project-based learning and experiential learning cycle methods. To help engineering students keep pace with the increasing use of information technology (IT) in the construction industry, educational…
Descriptors: Design, Thinking Skills, Student Projects, Active Learning
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Elizabeth Enkin; Olha Tytarenko; Eric Kirschling – CALICO Journal, 2021
This article discusses the development of an immersive virtual reality (VR)-infused Makerspace for experiential learning. Students in an advanced-level Russian course used a Makerspace to complete a three-part project aimed at language and cultural learning through art and presentational speaking. Participants completed a survey about their…
Descriptors: Cultural Education, Russian, Computer Simulation, Active Learning
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Gu, Xiaoqing; Xu, Hongjin – Journal of Educational Computing Research, 2019
Advancements in learning analytics allow teachers to track student learning progress and promote learning by providing necessary intervention and support. Multiple data sources are involved in learning analytics, and the major ones are systems that students use in school. To fully comprehend the progress of student learning, out-of-school learning…
Descriptors: Learning Processes, Computer Use, Informal Education, Learning Experience
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Joseph G. Donelan; Yu Liu – Advances in Accounting Education: Teaching and Curriculum Innovations, 2021
This chapter advocates a teaching approach for the statement of cash flows (SCF) that includes introduction of the SCF early in the curriculum using the accounting equation format, which helps students visualize the cash and accrual activities. We then adapt this accounting equation format to a worksheet model that can be used later in the…
Descriptors: Accounting, Business Education, Teaching Methods, Curriculum Design
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Richterich, Annika – Learning, Media and Technology, 2022
Hackerspaces are physical community spaces where technology enthusiasts meet. Despite the term 'hacking' being widely associated with cybercrime, hackerspaces are not only perfectly legal but resourceful, skilled communities: members cultivate digital expertise and technological craftsmanship in experiential learning practices. While the…
Descriptors: Communities of Practice, Computer Uses in Education, Experiential Learning, Social Discrimination
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Weidman, Justin; Wright, Geoffrey – Technology and Engineering Teacher, 2019
Construction Education has been dwindling in K-12 classrooms for the past 20 years (Frazier, 2015; Chini, 1999; Jones, 1990). This has led to enrollment issues and professional shortages in the construction industry (Bigelow, 2015). Couple these facts with the call for STEM majors (Painter, 2012), and there is a noteworthy opportunity: combine…
Descriptors: Construction (Process), Technology Education, Elementary Secondary Education, Experiential Learning
Mathews, Adam J.; Flynn, K. Colton – Geography Teacher, 2018
Incorporation of Global Navigation Satellite System (GNSS) technology in the classroom has quickly been adopted by instructors in geography and related disciplines because it provides an effective, low-cost, easy-to-use, and hands-on technique to reinforce geographic concepts (Brown 1999). The most frequently utilized GNSS is the Global…
Descriptors: Geography Instruction, Physical Geography, Geographic Information Systems, Experiential Learning
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Isupova, Natalya I.; Mamaeva, Ekaterina A.; Bocharov, Mikhail I.; Bocharova, Tatyana I. – European Journal of Contemporary Education, 2021
The problem that the research is aimed at is caused by the need to resolve the contradiction between the public demand for the quality of training the future digital school teacher regarding the formation of information culture, creativity, communication skills, the ability to work in a team, readiness for change, and the insufficiently developed…
Descriptors: Preservice Teacher Education, Experiential Learning, Computer Uses in Education, Foreign Countries
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Koivisto, Jaana-Maija; Niemi, Hannele; Multisilta, Jari; Eriksson, Elina – Education and Information Technologies, 2017
The growing use of game-based simulation in healthcare education reflects the opportunities afforded to learners by serious games, which simulate real-world situations and enable students to emulate the roles of healthcare professionals in a safe and engaging learning environment. As part of a design-based research project to design, test, and…
Descriptors: Nursing Education, Nursing Students, Experiential Learning, Computer Simulation
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Waller, Sharon, Ed. – IntechOpen, 2021
Today's educators stand at the crossroads of globalization and technology. The world is rapidly shrinking. The workplace is being transformed before our very eyes. Technology is forever changing the way we perceive reality and the way we do business. Educators are required to equip students for a workplace that has yet to emerge. The skill sets of…
Descriptors: Global Approach, Technological Advancement, Career Readiness, Libraries
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