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Showing 1 to 15 of 37 results Save | Export
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Yi Xue – Education and Information Technologies, 2025
The widespread diffusion of portable tablets and 5G technology heralded a new era of mobile-assisted language learning. Educators and practitioners have shown keen interest in introducing spherical video virtual reality to facilitate pedagogical practices. Although a substantial number of empirical studies have been carried out to observe the…
Descriptors: Computer Simulation, Video Technology, Technological Advancement, Technology Uses in Education
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Anne E. Dickerson; Lynne Murphy; Mary McIntyre – Journal of Autism and Developmental Disorders, 2025
To examine change in driving and community mobility outcomes for teens and young adults with autism as a result of participating in an occupational therapy intervention designed as a Bootcamp as perceived by the participants and their parents. Matched questionnaires were completed by novice drivers with autism as well as their parents prior to and…
Descriptors: Autism Spectrum Disorders, Adolescents, Young Adults, Occupational Therapy
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Xiaojun Chen; Ying Zhang – International Journal of Technology in Teaching and Learning, 2023
This systematic review examines the pedagogical gap of how VFTs are adopted and integrated in K-12 classroom teaching and learning. Specifically, it focuses on the grade levels and subject areas, learning outcomes and pedagogical activities involved VFTs at elementary and secondary levels. The results of this review show the current usage of VFTs…
Descriptors: Field Trips, Computer Simulation, Elementary Secondary Education, Instructional Program Divisions
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Priyanka Parekh; Joseph L. Polman; Shaun Kane; R. Benjamin Shapiro – Journal of the Learning Sciences, 2023
Background: Natureculture (Fuentes, 2010; Haraway, 2003) constructs offer a powerful framework for science education to explore learners' interactions with and understanding of the natural world. Technologies such as Augmented Reality (AR) designed to reveal pets' sensory worlds and companionship with pets can facilitate learners' harmonious…
Descriptors: Science Education, Caring, Inquiry, Summer Programs
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Hui-Chun Hung; Min-Yu Chuang; Cheng-Huan Chen – International Journal of Science and Mathematics Education, 2024
Due to the pandemic, many students have been forced to study remotely. This study aims to investigate the impact of online collaboration scripts on learning outcomes in virtual reality (VR) co-creation learning activities during distance learning. The collaboration scripts were designed to foster students' remote teamwork. The participants…
Descriptors: COVID-19, Pandemics, Distance Education, Cooperative Learning
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Alvarez-Marin, Alejandro; Velazquez-Iturbide, J. Angel – IEEE Transactions on Learning Technologies, 2021
Augmented reality (AR) for learning is a relevant topic that has recently received considerable attention. However, the current literature lacks a survey of AR-based educational approaches and experiences in the specific field of engineering studies. Five research questions were addressed: RQ1) engineering studies where AR is used; RQ2) types of…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Engineering Education
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Mantziou, Olga; Papachristos, Nikiforos M.; Mikropoulos, Tassos A. – Education and Information Technologies, 2018
Three Dimensional Multi-User Virtual Environments (MUVEs) are promising tools in education because of the unique affordances they offer. These learning affordances imply certain actions that in turn can lead to corresponding learning activities. There seems to be a lack of reports on which of the affordances of MUVEs for learning and teaching are…
Descriptors: Learning Activities, Affordances, Virtual Classrooms, Computer Simulation
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Thorne, Steven L.; Hellermann, John; Jakonen, Teppo – Modern Language Journal, 2021
Integrating concepts and techniques from ethnomethodology and sociomaterialism, this article investigates the observable material processes involving human action and place-based contexts of language use enabled by locative media. The focal pedagogical intervention utilized mobile augmented reality (AR) activities, the development of which was…
Descriptors: Second Language Learning, Second Language Instruction, Video Technology, Place Based Education
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Hovardas, Tasos – Journal of Research in Science Teaching, 2016
Although ecological systems at varying scales involve non-linear interactions, learners insist thinking in a linear fashion when they deal with ecological phenomena. The overall objective of the present contribution was to propose a hypothetical learning progression for developing non-linear reasoning in prey-predator systems and to provide…
Descriptors: Regression (Statistics), Preservice Teachers, Formative Evaluation, Ecology
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Loy, Jennifer – Education Sciences, 2014
This article considers the potential of 3D printing as an eLearning tool for design education and the role of eMaking in bringing together the virtual and the physical in the design studio. eLearning has matured from the basics of lecture capture into sophisticated, interactive learning activities for students. At the same time, laptops and…
Descriptors: Electronic Learning, Blended Learning, Computer Simulation, Printing
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Hensberry, Karina K. R.; Moore, Emily B.; Perkins, Katherine – Australian Primary Mathematics Classroom, 2015
In this article, the authors describe classroom use of technology that successfully engaged fourth grade students (typically aged 9-10) in the United States in learning about fractions. The activities involved the use of an interactive simulation designed to support student learning of fractions, and whole-class discussion where students were…
Descriptors: Mathematics Instruction, Elementary School Mathematics, Teaching Methods, Fractions
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Messinger, Adam M. – Teaching Sociology, 2015
Few evaluated classroom exercises to date have addressed one of the most cited and compelling explanations of gender formation over the life course: interactionist gender theory. This theory posits that people actively "do" or "perform" their gender in every interaction, and as such, they often subconsciously reshape their…
Descriptors: Sociology, Teaching Methods, Gender Issues, Dating (Social)
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Chamberlain, Julia M.; Lancaster, Kelly; Parson, Robert; Perkins, Katherine K. – Chemistry Education Research and Practice, 2014
We studied how students engaged with an interactive simulation in a classroom setting and how that engagement was affected by the design of a guiding activity. Students (n = 210) completed a written activity using an interactive simulation in second semester undergraduate general chemistry recitations. The same simulation--PhET Interactive…
Descriptors: Interaction, Undergraduate Students, Chemistry, College Science
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Lu, Su-Ju; Liu, Ying-Chieh – Environmental Education Research, 2015
Marine education comprises rich and multifaceted issues. Raising general awareness of marine environments and issues demands the development of new learning materials. This study adapts concepts from digital game-based learning to design an innovative marine learning program integrating augmented reality (AR) technology for lower grade primary…
Descriptors: Foreign Countries, Marine Education, Elementary School Students, Educational Games
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Hontvedt, Magnus; Arnseth, Hans Christian – International Journal of Computer-Supported Collaborative Learning, 2013
Research on simulator training has rarely focused on the way simulated contexts are constructed collaboratively. This study sheds light on how structuring role-play and fostering social interactions may prove fruitful for designing simulator training. The article reports on a qualitative study of nautical students training in a ship simulator. The…
Descriptors: Marine Education, Navigation, Professional Training, Social Environment
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