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Fatih Yazici; Mustafa Sözbilir – Journal of Biological Education, 2024
The aim of this study is to design various instructional materials to teach biological systems in a 'Systems in Our Body' unit to 6th grade students with visual impairment (SVI) and to evaluate the effectiveness of these materials. In the study, a design-based research model was used. In the first stage, individual learning needs of SVI and their…
Descriptors: Foreign Countries, Secondary School Students, Visual Impairments, Instructional Materials
Fauziah Rasyid; Jumadi Jumadi; Proki Karandja Hawur – Journal of Science Learning, 2025
This study aims to explore the literature on learning interventions that can enhance students' multiple representation skills and identify indicators for assessing multiple representation abilities in physics education. Following the PRISMA procedure, the research is a systematic literature review using qualitative content analysis techniques. The…
Descriptors: Physics, Science Instruction, Science Process Skills, Intervention
Kalthoff, Herbert; Wiesemann, Jutta; Lange, Jochen; Roehl, Tobias – Pedagogy, Culture and Society, 2020
For the everyday education of students in schools, objects are made available to teachers that illustrate subject matter and make it comprehensible. These objects are created to make something visible, so that it can be presented, worked on, and understood. This article starts from the assumption that didactic objects are not neutral media: In the…
Descriptors: Educational Theories, Teaching Methods, Epistemology, Corporations
Tsai, Cheng-Chang – International Journal of Instruction, 2020
The main purpose of this study was to examine the differences in students' English vocabulary learning performance as well as the instructional materials motivation, comparing the traditional lecturing method and the Augmented Reality method. This study adopted an unequal pre-test and post-test experimental design. Overall, there were a total of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, English (Second Language)
Ritz, Leah T.; Buss, Alan R. – TechTrends: Linking Research and Practice to Improve Learning, 2016
Increasing availability of immersive virtual reality (IVR) systems, such as the Cave Automatic Virtual Environment (CAVE) and head-mounted displays, for use in education contexts is providing new opportunities and challenges for instructional designers. By highlighting the affordances of IVR specific to the CAVE, the authors emphasize the…
Descriptors: Models, Alignment (Education), Instructional Design, Affordances
Weinhandl, Robert; Lavicza, Zsolt; Houghton, Tony – Journal of Information Technology Education: Research, 2020
Aim/Purpose: Our research aims to explore which design elements and aspects of online learning environments are relevant for teachers when introduced to educational innovations such as flipped learning and, thereby, to enable facilitating the dissemination of these innovations. Background: Integrating educational innovations from academic…
Descriptors: Blended Learning, Teaching Methods, Instructional Innovation, Online Courses
Scalise, Kathleen; Timms, Michael; Moorjani, Anita; Clark, LaKisha; Holtermann, Karen; Irvin, P. Shawn – Journal of Research in Science Teaching, 2011
This research examines science-simulation software available for grades 6-12 science courses. The study presented, funded by the National Science Foundation, had two objectives: a literature synthesis and a product review. The literature synthesis examines research findings on grade 6-12 student learning gains and losses using virtual laboratories…
Descriptors: Science Instruction, Elementary Secondary Education, Computer Simulation, Computer Software
Baukal, Charles E.; Ausburn, Floyd B.; Ausburn, Lynna J. – Journal of Educational Technology, 2013
Advanced multimedia techniques offer significant learning potential for students. Dale (1946, 1954, 1969) developed a Cone of Experience (CoE) which is a hierarchy of learning experiences ranging from direct participation to abstract symbolic expression. This paper updates the CoE for today's technology and learning context, specifically focused…
Descriptors: Multimedia Instruction, Instructional Design, Learning Experience, Multimedia Materials
Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games
Belghith, K.; Nkambou, R.; Kabanza, F.; Hartman, L. – IEEE Transactions on Learning Technologies, 2012
Roman Tutor is a tutoring system that uses sophisticated domain knowledge to monitor the progress of students and advise them while they are learning how to operate a space telerobotic system. It is intended to help train operators of the Space Station Remote Manipulator System (SSRMS) including astronauts, operators involved in ground-based…
Descriptors: Foreign Countries, Computer Uses in Education, Instructional Materials, Space Exploration
Baum, Liesl M.; Newbill, Phyllis Leary – TechTrends: Linking Research and Practice to Improve Learning, 2010
The role of critical and creative thinking has been debated within the field of instructional design. Through an instructional design and development project we have identified how critical and creative thinking are essential to the instructional design process. This paper highlights a recent project focused on a virtual Native American village…
Descriptors: Instructional Design, American Indians, Instructional Materials, Creative Thinking
Nadolski, Rob J.; Hummel, Hans G. K.; Slootmaker, Aad; van der Vegt, Wim – Simulation & Gaming, 2012
Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often…
Descriptors: Foreign Countries, Educational Games, Simulation, Video Games
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
Litherland, Kate; Stott, Tim A. – Technology, Pedagogy and Education, 2012
The authors investigate the potential of semantic web technologies to enhance "Virtual Fieldwork" resources and learning activities in the Geosciences. They consider the difficulties inherent in the concept of Virtual Fieldwork and how these might be reconciled with the desire to provide students with "authentic" tools for…
Descriptors: Foreign Countries, Educational Technology, Semantics, Science Instruction
Smith, Dennie; McLaughlin, Tim; Brown, Irving – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2012
This study explored computer animation vignettes as a replacement for live-action video scenarios of classroom behavior situations previously used as an instructional resource in teacher education courses in classroom management strategies. The focus of the research was to determine if the embedded behavioral information perceived in a live-action…
Descriptors: Classroom Techniques, Preservice Teacher Education, Preservice Teachers, Education Courses