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Lui, Angela L. C.; Not, Christelle; Wong, Gary K. W. – Journal of Science Education and Technology, 2023
Multiple reviews point out that immersive virtual reality (IVR) educational studies often lack the consideration of learning theories in research design and IVR application development to promote students' learning. In response to the lack of theoretical foundations in educational research of IVR applications, an increased number of scholarly…
Descriptors: Learning Theories, Instructional Design, Computer Simulation, Science Education
Kolovou, Maria – Journal of Science Education and Technology, 2022
An increasing number of researchers and educators adopt embodied cognitive frameworks in innovative science learning environments. The embodied cognitive paradigm signals a shift from traditional cognitive accounts of how learning occurs. The purpose of this review was to explore whether the shift to embodied cognition design principles is…
Descriptors: Science Education, Cognitive Processes, Human Body, Instructional Design
Clarke, Jody; Dede, Chris – Journal of Science Education and Technology, 2009
One-size-fits-all educational innovations do not work because they ignore contextual factors that determine an intervention's efficacy in a particular local situation. This paper presents a framework on how to design educational innovations for scalability through enhancing their adaptability for effective usage in a wide variety of settings. The…
Descriptors: Educational Innovation, Virtual Classrooms, Case Studies, Middle Schools
The Impact of Learner's Prior Knowledge on Their Use of Chemistry Computer Simulations: A Case Study
Liu, Han-Chin; Andre, Thomas; Greenbowe, Thomas – Journal of Science Education and Technology, 2008
It is complicated to design a computer simulation that adapts to students with different characteristics. This study documented cases that show how college students' prior chemistry knowledge level affected their interaction with peers and their approach to solving problems with the use of computer simulations that were designed to learn…
Descriptors: Science Instruction, Individual Differences, Knowledge Level, Prior Learning
Barab, Sasha A.; Scott, Brianna; Siyahhan, Sinem; Goldstone, Robert; Ingram-Goble, Adam; Zuiker, Steven J.; Warren, Scott – Journal of Science Education and Technology, 2009
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instructional design conditions where the content had increasingly level of…
Descriptors: Environmental Education, Undergraduate Students, Water Quality, Test Items
Hickey, Daniel T.; Ingram-Goble, Adam A.; Jameson, Ellen M. – Journal of Science Education and Technology, 2009
This study used innovative assessment practices to obtain and document broad learning outcomes for a 15-hour game-based curriculum in Quest Atlantis, a multi-user virtual environment that supports school-based participation in socio scientific inquiry in ecological sciences. Design-based methods were used to refine and align the enactment of…
Descriptors: Feedback (Response), Test Items, Student Evaluation, Achievement Tests
Srinivasan, Srilekha; Perez, Lance C.; Palmer, Robert D.; Brooks, David W.; Wilson, Kathleen; Fowler, David – Journal of Science Education and Technology, 2006
A systematic study of the implementation of simulation hardware (TIMS) replacing software (MATLAB) was undertaken for advanced undergraduate and early graduate courses in electrical engineering. One outcome of the qualitative component of the study was remarkable: most students interviewed (4/4 and 6/9) perceived the software simulations as…
Descriptors: Computer Simulation, Computer Software, Advanced Courses, Engineering