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Priyan L. Jayamaha – International Journal of Technology in Education and Science, 2024
This study investigates the challenges of teaching history to primary school students and the endeavour to develop a board game, supported by educational apps and augmented reality, to enhance the learning experience. The initiative is in response to the New Zealand Ministry of Education's mandate that New Zealand's history must be taught in all…
Descriptors: Elementary School Students, Foreign Countries, Games, Class Activities
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Yllana Prieto, Félix; Jeong, Jin Su; González-Gómez, David – Journal of Technology and Science Education, 2021
In recent times, there has been growing disinterest by students in STEM disciplines (science, technology, engineering, and mathematics). This trend is especially acute in those students who do not take STEM content during their secondary or high school education. This disinterest might be conditioned by negative emotions towards science developed…
Descriptors: STEM Education, Educational Games, Computer Simulation, Game Based Learning
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Ndihokubwayo, Kizito; Uwamahoro, Jean; Ndayambaje, Irénée – EURASIA Journal of Mathematics, Science and Technology Education, 2020
Information Communication Technology (ICT) is becoming valuable tools to help improve education, especially during teaching and learning of Science, Technology, Engineering, and Mathematics (STEM) subjects. In this regard, we conducted this study to explore the usability of ICT tools in Physics taught courses. To collect data, we used classroom…
Descriptors: Usability, Technology Integration, Computer Simulation, Video Technology
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Seker, Burcu Sezginsoy; Erdem, Aliye – Journal of Education and Training Studies, 2017
Students learning a defined subject only perform by learning of thinking based on the concepts forming that subjects. Otherwise, students may move away from the scientific meaning of concepts and may fall into conceptual errors. Students' conceptual errors affect their following learning and cause them resist change. It is possible to prevent this…
Descriptors: Lesson Plans, Models, Scientific Concepts, Concept Teaching
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Cakiroglu, Unal; Yilmaz, Huseyin – Contemporary Educational Technology, 2017
This article draws on a one-semester study to investigate the effect of videos and 3D animations on students' conceptual understandings about basic computer units. A quasi-experimental design was carried out in two classrooms; videos and 3D animations were used in classroom activities in one group and those were used for homework in the other…
Descriptors: Computer Literacy, Basic Skills, Animation, Computer Simulation
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Rutten, Nico; van Joolingen, Wouter R.; van der Veen, Jan T. – Learning: Research and Practice, 2016
Going beyond simply measuring the effectiveness of a teaching approach with computer simulations during whole-class science instruction, we investigated the interaction between teachers and their students as well as searched for mechanisms in the pedagogical context related to teachers' implementation of the intervention. Our quasi-experimental…
Descriptors: Teaching Methods, Intervention, Computer Simulation, Class Activities
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Hilliard, Ivan – Higher Learning Research Communications, 2014
This article presents a case study in the use of the computer simulation game "People Power," developed by the International Center on Nonviolent Conflict. The principal objective of the activity was to offer students an opportunity to understand the dynamics of social conflicts, in a format not possible in a traditional classroom…
Descriptors: Computer Games, Class Activities, Case Studies, Computer Simulation
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Mas, J.; Farre, A.; Cuadros, J.; Juvells, I.; Carnicer, A. – IEEE Transactions on Education, 2011
Optical trapping is an attractive and multidisciplinary topic that has become the center of attention to a large number of researchers. Moreover, it is a suitable subject for advanced students that requires a knowledge of a wide range of topics. As a result, it has been incorporated into some syllabuses of both undergraduate and graduate programs.…
Descriptors: Undergraduate Students, Advanced Students, Computer Simulation, Computer Uses in Education
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Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco – Educational Technology & Society, 2010
The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…
Descriptors: Role Playing, Educational Games, Computer Simulation, Computer Uses in Education
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Essid, Joe; Wilde, Fran – EDUCAUSE Quarterly, 2011
Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
Lake, Dan – Computing Teacher, 1989
Describes projects developed through the Long Distance Learning Network (LDLN) that experimented with using telecommunications in classrooms in the United States and in other countries. A creative writing project involving elementary school students in the United States, Canada, and Australia is described, and a seventh-grade geography project is…
Descriptors: Class Activities, Computer Assisted Instruction, Computer Simulation, Creative Writing
van den Brink, Jan – Computing Teacher, 1994
Describes the use of the "Microsoft Flight Simulator" with Dutch students 12- to 16-years-old to apply mathematical knowledge to real-life situations. The use of an overhead projector for class flights is described; and student activities, including converting metric units and drawing maps of the landscape, are explained. (LRW)
Descriptors: Cartography, Class Activities, Computer Assisted Instruction, Computer Simulation
Willing, Kathlene R., Ed.; Girard, Suzanne B., Ed. – 1990
This guide for using computers in the whole language classroom provides teachers with practical ideas for the use of computers to promote group interaction and cooperative learning, including: (1) software webs to assist theme development; (2) pre-computer activities to motivate students; (3) computer activities to develop software competence; (4)…
Descriptors: Class Activities, Computer Assisted Instruction, Computer Simulation, Computer Software Selection
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Hefte, Rachel – Social Studies and the Young Learner, 1995
Describes an educational project linking classrooms using telecommunications with a four-person bicycling team exploring Mayan ruins in Central America. Provides a historical overview of the Mayan civilization. Includes suggested activities and provides information on how to obtain lesson plans on the project. (CFR)
Descriptors: Class Activities, Computer Networks, Computer Simulation, Computer Uses in Education