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Showing 1 to 15 of 32 results Save | Export
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Arici, Faruk; Yilmaz, Mehmet – Journal of Computer Assisted Learning, 2023
Background: Augmented reality (AR) is a widely used technology in science education today. Problem-based learning (PBL) is one of the teaching methods employed in science education for a long time. Studies where AR and PBL are used together are new and rare. PBL and AR technology are used together in the study because it is believed that…
Descriptors: Computer Simulation, Problem Based Learning, Science Education, Educational Technology
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Elkjaer, Morten; Thomsen, Lui A. – Digital Experiences in Mathematics Education, 2022
This article presents the theoretical considerations leading to the design and development of a digital experience for teaching linear equations using a modified balance model for equation solving. We modified the balance to alter physics behaviour in a virtual reality (VR) experience, to strengthen students' schemes for solving linear equations…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Equations (Mathematics)
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Eroglu, Deniz – Online Submission, 2023
Limited knowledge is currently available regarding the efficacy of mathematics education in online distance learning and the strategies that can be implemented to enhance its effectiveness. The purpose of this study is to investigate the changes in rural students' spatial skills when engaging in activities that necessitate the use of isometric…
Descriptors: Mathematics Instruction, Online Courses, Distance Education, Rural Schools
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Demircioglu, Tuba; Karakus, Memet; Ucar, Sedat – Education Quarterly Reviews, 2022
Science teaching is one of the subjects that has been actively affected by Augmented Reality (AR) technology worldwide. Although the use of AR in science courses is increasing, the effective use of AR still needs improvement. The purpose of this study was to investigate the effect of augmented reality-based argumentation activities in 7th grade…
Descriptors: Computer Simulation, Science Education, Grade 7, Middle School Students
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Talan, Tarik; Yilmaz, Zeynel Abidin; Batdi, Veli – Journal of Education in Science, Environment and Health, 2022
The aim of this study is to investigate how the use of augmented reality (AR) applications in educational environments affects students' achievement levels. The study was carried out through two dimensions; a quantitative and a qualitative aspect. The study was conducted with 7th-grade students in a public secondary school in Turkey as part of a…
Descriptors: Foreign Countries, Secondary School Students, Grade 7, Science Education
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Chang, Kuo-En; Zhang, Jia; Huang, Yang-Sheng; Liu, Tzu-Chien; Sung, Yao-Ting – Interactive Learning Environments, 2020
Physical education is a course that integrates knowledge of sports with skill drilling. Augmented Reality (AR)-assisted instruction has infrequently been applied in sport skill drilling. Video-assisted instruction has frequently applied to physical sports; however, it neither involves interactive practice nor embodies both textbook learning and…
Descriptors: Computer Simulation, Physical Education, Exercise, Video Technology
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Yildirim, Fatih Serdar – Journal of Education in Science, Environment and Health, 2020
This study aims to determine how effective science teaching with augmented reality-based teaching material (science cards) is compared to the science curriculum prescribed methods on students' academic achievement and their views on augmented reality application. As a study group, 63 students who were studying in a 7th grade in a secondary school…
Descriptors: Computer Simulation, Educational Technology, Science Instruction, Instructional Effectiveness
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Wang, Yang – International Journal of Science Education, Part B: Communication and Public Engagement, 2022
This study is to examine the effects of AR Game-based science learning on students' engagement, learning performance, and satisfaction towards physics learning. Based on the marker-based AR technology, an Augmented Reality Game-based Science Learning (ARGSL) system was designed and developed to support students' physics learning. A…
Descriptors: Computer Simulation, Game Based Learning, Learner Engagement, Physics
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Coskun, Mehmet; Koç, Yasemin – Psycho-Educational Research Reviews, 2021
The purpose of this study is to investigate the effect of augmented reality and mobile application supported instruction on students' academic achievement, attitude towards astronomy, anxiety and motivation towards learning science in the "Solar System and Beyond/Earth and Universe" units in seventh grade Science lesson. In the study,…
Descriptors: Computer Simulation, Computer Software, Handheld Devices, Technology Integration
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Acar, Ahmet; Cavas, Bulent – Malaysian Online Journal of Educational Sciences, 2020
The aim of this study is to investigate the effect of virtual reality (VR) enhanced learning environment on the 7th-grade students' academic achievements in reading and writing in English. Within the scope of the experimental application of the research, the "planets" unit topic was selected from the 7th-grade syllabus of the 2018…
Descriptors: Computer Simulation, Simulated Environment, Grade 7, Secondary School Students
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Kapici, Hasan Ozgur; Akcay, Hakan; Cakir, Hakki – International Journal of Science Education, 2022
Inquiry-based learning can be an effective approach when students are provided with sufficient guidance. However, there is an ongoing debate among practitioners about the nature, type, and level of such guidance. This study investigated the effects on middle school students' (N = 116) conceptual knowledge and inquiry skills acquisition of…
Descriptors: Science Instruction, Inquiry, Hands on Science, Computer Simulation
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Hite, Rebecca; Childers, Gina; Jones, Gail; Corin, Elysa; Pereyra, Mariana – Journal of Science Education for Students with Disabilities, 2021
Emerging technologies, such as virtual reality, haptics, and 3-dimensionality, provide novel opportunities to allow students to investigate scientific phenomena by fostering perceptions of virtual presence, the feeling of being sensorially immersed and authentically interacting within a computer-generated virtual learning environment (VLE).…
Descriptors: Students with Disabilities, Attention Deficit Hyperactivity Disorder, Educational Technology, Technology Uses in Education
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Putri, Putri; Sofyan, Herminarto – Journal of Educational Technology and Online Learning, 2020
A practicum is beneficial in science learning to provide a concrete manifestation of a topic. This study aimed at creating a simulation-based interactive learning multimedia product to assist students' practicum. The product was developed for the topic of cell metabolism process focusing on the energy in living systems. The study employed the…
Descriptors: Computer Simulation, Multimedia Materials, Material Development, Science Materials
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Cai, Su; Liu, Enrui; Shen, Yang; Liu, Changhao; Li, Shuhui; Shen, Yihua – Interactive Learning Environments, 2020
The development of Augmented Reality technologies has enabled students to learn in an environment that combines learning resources from the real and digital world. This paper integrates three mobile Augmented Reality-based applications into a series of mathematics lessons on probabilities in a junior high school. This paper aims to examine how…
Descriptors: Probability, Mathematics Instruction, Computer Simulation, Instructional Effectiveness
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Kirikkaya, Esma; Basgül, Melek Sentürk – Journal of Baltic Science Education, 2019
The aim of this research was to examine the effects of the Augmented Reality (AR)-supported teaching activities on the academic success, motivation of students towards science learning and attitudes of students towards AR application, in the scope of the seventh grade science course, "Solar System and Beyond" unit. For this purpose,…
Descriptors: Instructional Effectiveness, Science Instruction, Scientific Concepts, Concept Formation
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