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Castaneda, Lisa M.; Bindman, Samantha W.; Divanji, Riddhi A. – Journal of Research on Technology in Education, 2023
Teachers consider learning goals as they implement new technologies like Virtual Reality in the classroom, but may overlook or struggle with verifying whether new learning actually occurred. We interviewed six US high school teachers and surveyed 277 of their students to understand the pedagogical implications and challenges of coordinating…
Descriptors: Evaluation Methods, Computer Simulation, Technology Uses in Education, High School Teachers
Amy Adair – ProQuest LLC, 2024
Developing models, using mathematics, and constructing explanations are three practices essential for science inquiry learning according to education reform efforts, such as the Next Generation Science Standards (NGSS Lead States, 2013). However, students struggle with these intersecting practices, especially when developing and interpreting…
Descriptors: Artificial Intelligence, Evaluation Methods, Scaffolding (Teaching Technique), Mathematics
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Ip, Horace Ho Shing; Li, Chen; Leoni, Selena; Chen, Yangbin; Ma, Ka-Fai; Wong, Calvin Hoi-to; Li, Qing – IEEE Transactions on Learning Technologies, 2019
Massive open online courses (MOOCs), a unique form of online education enabled by web-based learning technologies, allow learners from anywhere in the world with any level of educational background to enjoy online education experience provided by many top universities all around the world. Traditionally, MOOC learning contents are always delivered…
Descriptors: Online Courses, Computer Simulation, Learning Experience, Foreign Countries
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Burke, Shanna L.; Bresnahan, Tammy; Li, Tan; Epnere, Katrina; Rizzo, Albert; Partin, Mary; Ahlness, Robert M.; Trimmer, Matthew – Journal of Autism and Developmental Disorders, 2018
Conversational virtual human (VH) agents are increasingly used to support role-play experiential learning. This project examined whether a Virtual Interactive Training Agent (ViTA) system would improve job interviewing skills in individuals with autism and developmental disabilities (N = 32). A linear mixed model was employed to evaluate adjusted…
Descriptors: Autism, Pervasive Developmental Disorders, Role Playing, Experiential Learning
Rushby, Nick – Educational Technology, 2016
One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…
Descriptors: Computer Simulation, Educational Games, Educational Technology, Evaluation Methods
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Gamo, Javier – IEEE Transactions on Education, 2019
Contribution: There are many on-line resources available to learn about optics and photonics, but no assessment tools exist to evaluate the learning achievements. This paper presents an assessment framework whose validity has been proven on a course with over 70 engineering students. Background: There is evidence that on-line resources complement…
Descriptors: Optics, Engineering Education, Computer Software, Validity
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Harris, Nicolette; Welch Bacon, Cailee E. – Athletic Training Education Journal, 2019
Objective: To systematically review current literature to determine whether active learning is more successful than passive learning at producing cognitive skills in health care professions students. Data Sources: An electronic search was conducted in 4 databases: EBSCO-CINAHL, EBSCO-Sport Discus, Educational Resources Information Center, and…
Descriptors: Active Learning, Cognitive Ability, Retention (Psychology), Blended Learning
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Carliner, Saul, Ed. – Association for the Advancement of Computing in Education, 2019
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2019: World Conference on E-Learning" took place in New…
Descriptors: Conferences (Gatherings), Electronic Learning, Conference Papers, Learner Engagement
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Raymond, Chad; Usherwood, Simon – Journal of Political Science Education, 2013
Simulations are employed widely as teaching tools in political science, yet evidence of their pedagogical effectiveness, in comparison to other methods of instruction, is mixed. The assessment of learning outcomes is often a secondary concern in simulation design, and the qualitative and quantitative methods used to evaluate outcomes are…
Descriptors: Political Science, Simulation, Teaching Methods, Outcome Measures
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Adamo-Villani, Nicoletta; Dib, Hazar – Journal of Educational Technology Systems, 2013
The article discusses current evaluation methodologies used to assess the usability, user enjoyment, and pedagogical efficacy of virtual learning environments (VLEs) and serious games. It also describes the evaluations of two recently developed projects: a virtual learning environment that employs a fantasy 3D world to engage deaf and hearing…
Descriptors: Program Evaluation, Educational Technology, Evaluation Methods, Usability
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Logie, Carmen; Bogo, Marion; Regehr, Cheryl; Regehr, Glenn – Journal of Social Work Education, 2013
Reliable and valid methods to evaluate student competence are needed in social work education, and practice examinations with standardized clients may hold promise for social work. The authors conducted a critical appraisal of standardized client simulations used in social work education to assess their effectiveness for teaching and for…
Descriptors: Social Work, Simulation, Training Methods, Minimum Competency Testing
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Heinerichs, Scott; Cattano, Nicole M.; Morrison, Katherine E. – Athletic Training Education Journal, 2013
Context: Nonverbal communication (NVC) skills are a critical component to clinician interactions with patients, and no research exists on the investigation of athletic training students' nonverbal communication skills. Video recording and debriefing have been identified as methods to assess and educate students' NVC skills in other allied health…
Descriptors: Nonverbal Communication, Communication Skills, Video Technology, Athletics
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Harteveld, Casper; ten Thij, Eleonore; Copier, Marinka – Simulation & Gaming, 2011
One of the goals of game designers is to design for an engaging experience and for social interaction. The question is how. We know that games can be engaging and allow for social interaction, but how do we achieve this or even improve on it? This article provides an overview of several scientific approaches that deal with this question. It…
Descriptors: Interpersonal Relationship, Interaction, Social Environment, Educational Research
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Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo – Simulation & Gaming, 2012
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Descriptors: Taxonomy, Comparative Analysis, Video Games, Computer Games
Green, Jennifer L. – ProQuest LLC, 2010
Value-added modeling is an alternative approach to test-based accountability systems based on the proportions of students scoring at or above pre-determined proficiency levels. Value-added modeling techniques provide opportunities to estimate an individual teacher's effect on student learning, while allowing for the possibility to control for the…
Descriptors: Simulation, Scoring, Psychometrics, Data Analysis
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