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Khaleel Al-Said; Nidal Amarin; Lyubov Krasnova – Education and Information Technologies, 2024
This study aims to determine how the use of virtual reality impacts physics students, their knowledge, and the quality of training. The study involved 116 students aged 17-19. The main purpose is to explore the effect that VR technology has on students' knowledge and motivation. As per usual, the students were divided into two research groups:…
Descriptors: Physics, Science Instruction, Computer Simulation, Student Motivation
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Guven, Gokhan; Kozcu Cakir, Nevin; Sulun, Yusuf; Cetin, Gurcan; Guven, Emine – Journal of Research on Technology in Education, 2022
The present study aimed to determine the effects of arduino-assisted robotics coding applications integrated into the 5E learning model used in science teaching on students' scientific creativity, robotics attitude and motivation toward science. For this aim, the study was planned according to the convergent parallel mixed research method and was…
Descriptors: Robotics, Science Instruction, Grade 6, Creativity
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Sanmee, Wichian; Ruangsan, Niraj; Kaewketpong, Prapas – Online Submission, 2021
The research aims to study the development of online instructional activities) for creative internet use of the tertiary students (OIA) in Mahachulalongkornrajavidyalaya University, Khon Kaen Campus (MCUKK), Thailand. The objective of this study, therefore, is to examine the OIA that researchers have built to use with 30 undergraduate students,…
Descriptors: Learning Activities, Internet, Computer Use, Creativity
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Henssen, Dylan J. H. A.; van den Heuvel, Loes; De Jong, Guido; Vorstenbosch, Marc A. T. M.; van Cappellen van Walsum, Anne-Marie; Van den Hurk, Marianne M.; Kooloos, Jan G. M.; Bartels, Ronald H. M. A. – Anatomical Sciences Education, 2020
Neuroanatomy education is a challenging field which could benefit from modern innovations, such as augmented reality (AR) applications. This study investigates the differences on test scores, cognitive load, and motivation after neuroanatomy learning using AR applications or using cross-sections of the brain. Prior to two practical assignments, a…
Descriptors: Anatomy, Neurology, Brain, Computer Uses in Education
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Chen, Ching-Huei; Hung, Hsiu-Ting; Yeh, Hui-Chin – Journal of Computer Assisted Learning, 2021
Learning a foreign language requires interaction with language input while involved in a task. Given that problem-based learning (PBL) offers hands-on application in realistic contexts, and that virtual reality (VR) enables learners to interact with multiple modalities of information, this study examines how the integration of VR technology into…
Descriptors: Problem Based Learning, English for Special Purposes, Second Language Learning, Computer Simulation
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Khan, Mohammad Ayub; Baldini, Giovanni Maria – Journal of Education and Learning, 2020
Cross-cultural negotiation courses have been taught for many years both at graduate and undergraduate levels, using conventional pedagogical approaches such as classroom-based lectures, material readings, and paper-pencil based negotiation exercises. In the contemporary world of higher education, it is often expressed by the faculty that students…
Descriptors: Experimental Teaching, Computer Software, Computer Uses in Education, Undergraduate Students
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Budasi, I. Gede; Ratminingsih, Ni Made; Agustini, Ketut; Risadi, Md. Yudyantara – International Journal of Instruction, 2020
The purpose of this study was to investigate whether there was a significant effect of Power Point game on young learners' learning motivation and English achievement involving learners' perception of it. Based on the characteristics of quantitative research methods, the post-test only control group quasi-experimental design was used to test the…
Descriptors: Computer Software, Student Motivation, Academic Achievement, Student Attitudes
Hyunjun Cho – ProQuest LLC, 2021
The purpose of the current study is to explore Korean middle school students' perceptions and the results of their vocabulary test scores related to vocabulary development utilizing Quizlet language learning software. 520 Korean EFL middle school students in all grades were divided into two groups in each grade: the Quizlet group as an…
Descriptors: English (Second Language), Second Language Instruction, Vocabulary Development, Language Acquisition
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Walton, Geoff; Childs, Mark; Jugo, Gordana – British Journal of Educational Technology, 2019
The aim of the project was to motivate school students to learn about the national literature of their own and others' countries. Engagement was fostered via the creation of digital artefacts (or "e-artefacts") such as online comic strips, live videos or animations. The pedagogical rationale was based on Papert's constructionism and…
Descriptors: Literature, Computer Uses in Education, Student Motivation, Foreign Countries
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Tavernise, Assunta; Bertacchini, Francesca; Pantano, Pietro; Bilotta, Eleonora – Research on Education and Media, 2019
In this work, a Storytelling FabLab has been designed for the realization of virtual performances on a Shakesperian play in an elementary school. In this FabLab, many elements have been digitally manipulated: text, audio files, virtual actors on a 3D stage, and 3D Greek masks. Learning of contents and motivation have been assessed and compared to…
Descriptors: Story Telling, Elementary School Students, Student Motivation, Computer Uses in Education
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Chen, Yen-Chun – EURASIA Journal of Mathematics, Science & Technology Education, 2017
As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…
Descriptors: Educational Games, Computer Uses in Education, Computer Games, Student Motivation
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Hung, Hui-Chun; Shwu-Ching Young, Shelley; Lin, Kuo-Chin – Technology, Pedagogy and Education, 2018
Physical education (PE) is an important subject in higher education that specifically targets motor skills in health-enhancing activities. This study aimed to explore how mobile technology could be integrated into a badminton course to enhance learners' motivation and badminton skills. The experiment was conducted in the university badminton…
Descriptors: Racquet Sports, Handheld Devices, Student Motivation, Physical Education
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Tansomboon, Charissa; Gerard, Libby F.; Vitale, Jonathan M.; Linn, Marcia C. – International Journal of Artificial Intelligence in Education, 2017
Supporting students to revise their written explanations in science can help students to integrate disparate ideas and develop a coherent, generative account of complex scientific topics. Using natural language processing to analyze student written work, we compare forms of automated guidance designed to motivate productive revision and help…
Descriptors: Automation, Guidance, Revision (Written Composition), Natural Language Processing
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Shahnia, Farhad; Moghbel, Moayed; Yengejeh, Hadi Hosseinian – IEEE Transactions on Education, 2016
This paper presents several methods for motivating students taking a power system protection (PSP) course. The paper reviews the laboratory activities developed for the PSP course at Curtin University, Australia; these methods are applicable and can be used for PSP course instruction at any institution. These activities were developed to improve…
Descriptors: Student Motivation, Engineering Education, Power Technology, Undergraduate Students
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