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CBE - Life Sciences Education, 2021
Abstract biological processes that occur at the submicroscopic level, such as osmosis and diffusion, are inherently difficult for many students to conceptualize when traditional learning and teaching methods are used. This study introduced an immersive 320° three-dimensional (3D) experience of osmosis in which students became engaged with the…
Descriptors: Science Instruction, Teaching Methods, Outcomes of Education, Multiple Choice Tests
Binhomran, Kholoud; Altalhab, Sultan – JALT CALL Journal, 2021
This study seeks to contribute to the small, but growing area of research regarding technology potential in the field of vocabulary research. The study aims to determine the usefulness of augmented reality (AR) technology in EFL vocabulary learning. An experiment was conducted to examine young learners' motivation and vocabulary retention. The…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Vocabulary Development
Maher, Damian; Buchanan, John – Technology, Pedagogy and Education, 2021
Schools are increasingly pivoting to the use of digital technologies to support both teaching and learning. In this study, the educational use of 360-degree video in the primary school classroom is investigated, focusing on a platform that was developed by an Australian university, which incorporates a chat function as well as an analytics tool.…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Elementary School Teachers
Aydin, Miraç – Journal of Biological Education, 2021
Research on Mobile Augmented Reality (Mobile AR) includes studies addressing Mobile AR integration into learning environments along with the quality of instructions by researchers about using mobile AR in classrooms. Findings revealed that even inexperienced teachers/pre-service science teachers who lacked any prescribed material could use mobile…
Descriptors: Preservice Teacher Education, Preservice Teachers, Computer Simulation, Educational Technology
Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
Lai, Jung-Yu; Chang, Li-Ting – SAGE Open, 2021
The education community has gradually recognized the value of augmented reality (AR) technology and its positive impacts on student learning performance. Still, few studies have proposed specific solutions and results to confirm this phenomenon for first graders in English vocabulary learning. Hence, this research explores the effects of AR apps…
Descriptors: Grade 1, Elementary School Students, Computer Software, Computer Simulation
Fernandes, Jacks; Teles, Ariel; Teixeira, Silmar – Education Sciences, 2020
Health education is one of the knowledge areas in which augmented reality (AR) technology is widespread, and it has been considered as a facilitator of the learning process. In literature, there are still few studies detailing the role of mobile AR in neuroanatomy. Specifically, for the spinal cord, the teaching-learning process may be hindered…
Descriptors: Health Education, Computer Simulation, Telecommunications, Handheld Devices
Rho, Edison; Chan, Kenney; Varoy, Elliot John; Giacaman, Nasser – IEEE Transactions on Learning Technologies, 2020
There is a pressing need for effective pedagogical methods of manual languages, as evident in the decline of manual languages, such as New Zealand Sign Language (NZSL). Despite being recognized as one of New Zealand's official languages, recent censuses have shown that fluent NZSL signers have been steadily decreasing. There is a cultural…
Descriptors: Experiential Learning, Computer Simulation, Educational Technology, Technology Uses in Education
Ojo, Ayodeji Temitope – International Online Journal of Primary Education, 2020
This study was designed to determine the effect of computer simulation instructional strategy on primary school pupils' achievement in basic science in Akure township in Ondo state, Nigeria. Constructivist theory was used as the framework, while the study adopted pretest-posttest control group quasi-experimental design. Four primary schools were…
Descriptors: Computer Simulation, Teaching Methods, Science Achievement, Science Tests
Dunn, Justin; Ramnarain, Umesh – Education Sciences, 2020
This study investigated the effect of interactive computer simulation-supported inquiry on South African grade 8 learners' comprehension of atoms and molecular structures. Two sample groups of 34 learners per sample group were used, one acting as a control group who were exposed to a teacher-directed pedagogy while the experimental group used…
Descriptors: Computer Simulation, Technology Integration, Active Learning, Inquiry
Finn, Mark; Phillipson, Sivanes; Goff, Wendy – Journal of International Students, 2020
This study aimed to investigate how international students draw on their own cultural identity to reflect on their teaching practice in a simulated classroom in the Australian context. Each simulated teaching session that the students participated in was recorded and sent to the pre-service teachers for later review and reflection. The pre-service…
Descriptors: Foreign Students, Cultural Influences, Identification (Psychology), Ethnicity
Billingsley, Berry; Robinson, Nicola; Campbell, Robert; Thompson, Stephen – School Science Review, 2020
What is the future for school science and in particular for practical work? This article explores the question from four perspectives and seeks solutions for different age groups in the UK and beyond.
Descriptors: Foreign Countries, Science Education, Educational Trends, Futures (of Society)
Durukan, Alper; Artun, Huseyin; Temur, Atilla – Journal of Science Learning, 2020
The term "Virtual Reality" currently refers to a profound sensory immersion of the user in a synthetically generated virtual environment. It is foreseen that virtual reality will gain a substantial role in the instruction of science. In this literature review, the purpose was to investigate the research on the utilization of virtual…
Descriptors: Computer Simulation, Science Education, Educational Research, Technology Integration
Ou Yang, Fang-Chuan; Lo, Fang-Ying Riva; Chen Hsieh, Jun; Wu, Wen-Chi Vivian – Educational Technology & Society, 2020
Developing communicative ability of English as a Foreign Language (EFL) learners is essential when it comes to authentic learning. Nevertheless, conventional textbook usage and English instruction often fail to be learner-engaging. With the help of high-immersion Virtual Reality (VR), language learning can be transformed into a more self-directed…
Descriptors: Communication Skills, Educational Technology, Technology Uses in Education, Computer Simulation
Kumpulainen, Kristiina; Byman, Jenny; Renlund, Jenny; Wong, Chin Chin – Education Sciences, 2020
Drawing on a relational ontology and scholarship of new literacies, we investigate the materiality and performativity of children's augmented storying in nature. Our study is situated in a Finnish primary school in which a novel, augmented reality application (MyAR Julle) was utilized as a digital storytelling tool for children (n = 62, aged 7-9),…
Descriptors: Elementary School Students, Computer Simulation, Story Telling, Children

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