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Lakin, Joni M.; Han, Yi; Davis, Edward – Journal of STEM Education: Innovations and Research, 2016
The "Grand Challenges" for Engineering are an effort to portray engineering as a field that has profound impacts on society. This study explores the level of interest first-year engineering students had in various "Grand Challenges" and in nanotechnology topics. We administered a survey to a large sample of students enrolled in…
Descriptors: College Freshmen, Molecular Structure, Technology, Interdisciplinary Approach
Ha, Oai; Fang, Ning – Journal of Educational Computing Research, 2018
An innovative educational technology called interactive virtual and physical manipulatives (VPM) is developed to improve students' spatial skills. With VPM technology, not only can students touch and play with real-world physical manipulatives in their hands but also they can see how the corresponding virtual manipulatives (i.e., computer…
Descriptors: Spatial Ability, Manipulative Materials, Educational Technology, Technology Uses in Education
Caruana, Albert; La Rocca, Antonella; Snehota, Ivan – Journal of Marketing Education, 2016
Simulation games have become widespread in business courses, yet the understanding of their learning effects remains limited. The effectiveness of using simulation in marketing classes is not uniform, and not all students welcome it to the same extent. Drawing on a survey among 173 students engaged in a simulation game as part of a course in a…
Descriptors: Marketing, Business Administration Education, Educational Games, Student Satisfaction
Solak, Ekrem; Cakir, Recep – Journal of Educators Online, 2015
The purpose of this study was to determine the motivational level of the participants in a language classroom towards course materials designed in accordance with augmented reality technology and to identify the correlation between academic achievement and motivational level. 130 undergraduate students from a state-run university in Turkey…
Descriptors: Foreign Countries, Academic Achievement, Student Motivation, Correlation
Bowers, K. Westmoreland – Journal of Educational Technology Systems, 2014
The purpose of this study was to identify constructivist concepts that are important to student-perceived learning outcomes in college courses that use a virtual world, such as Second Life, as an educational tool. Identification of these concepts will help instructors to make the best use of their course design efforts in mediated environments.…
Descriptors: Student Attitudes, Constructivism (Learning), Student Responsibility, Computer Simulation
Johnson, Amy M.; Ozogul, Gamze; DiDonato, Matt D.; Reisslein, Martin – European Journal of Engineering Education, 2013
Computer-based multimedia presentations employing animated agents (avatars) can positively impact perceptions about engineering; the current research advances our understanding of this effect to pre-college populations, the main target for engineering outreach. The study examines the effectiveness of a brief computer-based intervention with…
Descriptors: Elementary School Students, Middle School Students, High School Students, Computer Simulation
Ketelhut, Diane Jass; Nelson, Brian C. – Educational Research, 2010
Background: Most policy doctrines promote the use of scientific inquiry in the K-12 classroom, but good inquiry is hard to implement, particularly for schools with fiscal and safety constraints and for teachers struggling with understanding how to do so. Purpose: In this paper, we present the design of a multi-user virtual environment (MUVE)…
Descriptors: Suburban Schools, Student Attitudes, Virtual Classrooms, Science Curriculum