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Mahdavi Abed; Haj-Hosseini Mansureh; Gholam-Ali Lavasani Masoud; Hejazi Elaheh; Nili H.K Mohammad-Hossein; Bagheri Davisaraei Yamin; Vahabie Abdol-Hossein – Journal of Attention Disorders, 2023
Objective: The aim of present research was to make a Meta-Thinking educational program based on mental-brain simulation and to evaluate its effectiveness on executive functions, emotion regulation and impulsivity in children with ADHD. Methods: The research method was Embedded Design: Embedded Experimental Model. The research sample included 32…
Descriptors: Executive Function, Self Management, Psychological Patterns, Conceptual Tempo
Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
Tsoka, Maxwell; Kriek, Jeanne; Seo, Byung – Critical Questions in Education, 2023
This study sought to narrate the experiences of a digital novice South African rural teacher, using technological pedagogical reasoning (TPR). The ubiquity and pervasiveness of digital technology is creating a need for teachers to develop TPR to remain relevant in this ever-changing global teaching community. TPR is developed in the real context…
Descriptors: Foreign Countries, Rural Schools, Teaching Experience, Educational Technology
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
Sari, Ratna Candra; Aisyah, Mimin Nur; Ilyana, Sariyatul; Hermawan, Hardika Dwi – Contemporary Educational Technology, 2022
This study aims to develop and test the effectiveness of a financial literacy storybook based on augmented reality (AR) as an executive function-building intervention for early-age children. Executive functions are the cognitive abilities underlying such tasks as focusing on long-term goals, delaying gratification and impulse self-control. The…
Descriptors: Program Effectiveness, Program Development, Money Management, Computer Simulation
Penet, J. C.; Fernandez-Parra, Maria – Interpreter and Translator Trainer, 2023
Human emotions are profoundly social and this becomes particularly salient in the translation profession, where translators often need to withstand close scrutiny of their work by fellow translators, revisers, project managers, clients, etc. The emotions arising from those relationships can be remarkably diverse, from mild to intense, from…
Descriptors: Translation, Emotional Intelligence, Professional Education, Second Languages
Özkal, Ibrahim; Kiliçer, Kerem – International Technology and Education Journal, 2022
The purpose of this study was to develop a 3D virtual reality environment and to examine its effectiveness in order to facilitate the adaptation and integration of immigrant students into school. In the study, which was carried out in two stages, the design-based research method and the mixed research method were used, respectively. In the study…
Descriptors: Computer Simulation, Program Development, Program Effectiveness, Immigrants
Modding Europa Universalis IV: An Informal Gaming Practice Transposed into a Formal Learning Setting
Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students
Ahmed, Mohamed Elsayed; Hasegawa, Shinobu – Education Sciences, 2021
The increasing use of online virtual laboratories (OVLs) in educational institutions as a recent educational technology application necessitates developing a new educational platform for assisting instructors in using such technology in the teaching process without web programming obstacles. The OVLs are online environments that provide students…
Descriptors: Science Laboratories, Computer Simulation, Laboratory Experiments, Educational Technology
Grepon, Benzar Glen S.; Martinez, Aldwin Lester M. – Online Submission, 2021
Purpose: The study aims to design and develop a virtual structural design that simulates the campus and its buildings of a community college in Bukidnon, Philippines through Virtual Reality. With the immersion of technology, this project represents the architectural design of the establishment with the use of Virtual Reality Technology. Method:…
Descriptors: Foreign Countries, Computer Simulation, Community Colleges, School Buildings
Carmody, Cathy; Duffy, Sean; Brown, Lynne; Del Fabbro, Letitia – International Journal of Work-Integrated Learning, 2020
Student success in nursing degree programs is contingent upon work-integrated learning (WIL) success, particularly given the mandated curriculum requirement for clinical hours in WIL environments. The impacts of COVID-19 disrupted study and resulted in anxiety for nursing students. For most first year nursing students this also included an…
Descriptors: COVID-19, Pandemics, Foreign Countries, Nursing Education
Fonseca, Paula; Julian, Kristi; Hulme, Wendi; Martins, Maria De Lurdes; Brautlacht, Regina – Research-publishing.net, 2021
New communication technologies are changing the way we work and communicate with people around the world. Given this reality, students in Higher Education (HE) worldwide need to develop knowledge in their area of study as well as attitudes and values that will enable them to be responsible and ethical global citizens in the workforce they will…
Descriptors: Interdisciplinary Approach, Course Descriptions, Cultural Pluralism, Computer Simulation
Coneyworth, Lisa; Jessop, Rachel; Maden, Pauline; White, Gavin – Innovations in Education and Teaching International, 2020
Taught postgraduate students in the UK have a limited timeframe for study, with most full-time courses requiring intense scholarship, typically over a 12-month period. Many of these students face challenges and concerns with the transition from undergraduate to taught postgraduate study as they adapt to a new learning environment with higher…
Descriptors: Well Being, Graduate Students, Student Adjustment, Feedback (Response)
Hagley, Eric – Research-publishing.net, 2020
As Virtual Exchanges (VEs) become more common in foreign language classrooms around the world, teachers are rightly asking 'what will my students be getting from this'? If their students are advanced, they can enter into in-depth interactions thus attaining broader and deeper intercultural knowledge as a minimum, from participation in VE. However,…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Exchange Programs
Jackson, Denise – Journal of College Student Development, 2019
I explored the perceived effectiveness of Australian undergraduate degree programs in preparing students for contemporary work. I examined student perceptions of program development of work-related knowledge and skills in Australia between 2013 and 2016 using national (N = 215,161) and institutional (N = 4,934) data. Variations in perceptions were…
Descriptors: Student Attitudes, Education Work Relationship, Career Readiness, Undergraduate Students