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Showing 1 to 15 of 28 results Save | Export
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Geng, Xuewang; Yamada, Masanori – Journal of Computer Assisted Learning, 2023
Background: Augmented reality has been widely applied in various fields, and its benefits in language learning have been increasingly recognized. However, the investigation of effective learning behaviours and processes in augmented reality learning environments, taking into account temporality and analysis of differences in learning behaviours…
Descriptors: Learning Analytics, Second Language Learning, Second Language Instruction, Learning Processes
Katelyn Nicolay – ProQuest LLC, 2021
Athletic training students require strong critical thinking skills in order to make decisions for the health and safety of their athletes. Research has shown that these skills are difficult to develop. Simulation learning is often used in healthcare education as a way to build these critical thinking skills. This action research study sought to…
Descriptors: Simulation, Learning Strategies, Skill Development, Critical Thinking
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Rustam Shadiev; Suping Yi; Fahriye Altinay – Interactive Learning Environments, 2024
The present study employed virtual reality technology to develop online learning environments that facilitated student cultural and self-directed learning. Junior high school participants engaged in creating virtual tours, sharing them with peers online, and implementing self-directed learning strategies. A one-group posttest-only design was…
Descriptors: Independent Study, Computer Simulation, Tourism, Technology Uses in Education
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Lee, Eshani N.; Nealy, Schetema; Cruz, Laura – Chemistry Education Research and Practice, 2023
The unforeseen shift to virtual learning during the COVID-19 pandemic required instructors and students to face unprecedented learning challenges. Under these circumstances, Chinese international students who intended to come to the U.S. to begin their studies were required to remotely access their courses while still residing in China, which…
Descriptors: Foreign Students, Asians, Computer Simulation, Laboratory Experiments
Hoda Ahmed Yousry Mohammed – Online Submission, 2024
The aim of the current study is to investigate the effect of using life wide learning approach on developing English language Fluency for prep. stage students in the official Language Schools. The study adopted the one-group pre-post experimental design, with a pre-post fluency test along with a triangulation method that integrates both…
Descriptors: English (Second Language), Second Language Learning, Language Fluency, Learning Processes
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Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung – British Journal of Educational Technology, 2013
Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…
Descriptors: Active Learning, Instructional Design, Learning Strategies, Computer Simulation
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Akpinar, Yavuz – International Journal of Education and Development using Information and Communication Technology, 2014
The aim of the studies reported in this paper is to gain classroom based empirical evidence on the learning effectiveness of learning objects used in two types of study settings: Collaborative and individual. A total of 127 seventh and ninth grade students participated in the experiments. They were assigned into one of the study modes and worked…
Descriptors: Grade 7, Grade 9, Resource Units, Cooperative Learning
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Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
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Huber, Marsha M. – New Directions for Teaching and Learning, 2009
This article discusses how the author used an integrated course design model to create new learning activities in her course on federal taxation. The shoebox case--a simulation where students are given realistic documents to use in preparing a tax return--gave her students an opportunity to construct new knowledge. This activity supported the…
Descriptors: Taxes, Learning Strategies, Teaching Methods, Integrated Curriculum
Dale, Lawrence R. – 1983
Economics teachers at the secondary and postsecondary level are provided with an overview and general recommendations for effective use of games and simulations. Material is divided into two sections. In section 1, a description of card games, board games, activities, and puzzles is followed by a discussion of the advantages of each of these types…
Descriptors: Economics Education, Educational Games, Learning Activities, Learning Strategies
Lee, Jennifer M. – 1994
This study discusses the effectiveness of the use of simulations in a social studies classroom. The purposes were to: (1) define a simulation; (2) discuss its origin and underlying educational philosophy that advocates its uses in the classroom; and (3) analyze the current literature available and answer some of the controversial questions posed…
Descriptors: Educational Games, Grade 5, Instructional Materials, Intermediate Grades
Heistad, Kari A., Ed. – 1997
Designed for high school students, this curriculum program addresses the challenges of cultural and ethnic diversity that many students face, including intolerance, violence, and a lack of hope. The curriculum provides students with an understanding of the United Nations (UN) and its various organizations. The unit teaches them the valuable skills…
Descriptors: Conflict Resolution, Cultural Pluralism, Foreign Countries, Global Education
Cruickshank, Donald R.; And Others – 1987
This subject bibliography on simulations and games in education is composed of three parts. First there is an index of the 60 categories covered--e.g., Administrator Education, Exceptional Children, Physical Education, Teacher Education. Next there is an overview or short description of each of the 60 categories. Finally, there is the bibliography…
Descriptors: Adult Education, Computer Assisted Instruction, Educational Games, Educational Resources
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Murphy, Karen L.; Gazi, Yakut – Educational Media International, 2001
Describes a study that investigated project-based learning that included role plays, discussions, and simulations in graduate-level Web-based courses. Highlights include a theoretical framework; characteristics of activities that enable students to meet learning objectives; strategies that student facilitators and student participants use to…
Descriptors: Behavioral Objectives, Discussion (Teaching Technique), Graduate Study, Learning Activities
New York City Board of Education, Brooklyn, NY. Div. of Curriculum and Instruction. – 1983
This curriculum guide presents strategies for teaching a unit on the Middle East conflict including a rationale, performance objectives, background information, and questions. Worksheets contain simulations, poetry, and news stories which are used to teach the origins of and issues concerning the conflict. A simulation of the 1897 Zionist Congress…
Descriptors: Curriculum Guides, Educational Games, Educational Resources, Instructional Materials
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