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Showing 1 to 15 of 30 results Save | Export
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Spencer Shanks; Jiakun Jack Zhang – Journal of Political Science Education, 2024
Simulations are increasingly recognized for promoting active learning and student engagement and fostering career skills. Yet whether and how simulations facilitate learning, engagement, or both are still subjects of considerable debate. Many existing studies tend to be observational in design, constrained to a single semester, or reliant on…
Descriptors: College Students, Simulation, Learning Activities, Learner Engagement
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Kai-Yi Chin; Huai-Ling Chang; Ching-Sheng Wang – Interactive Learning Environments, 2024
This study developed a wearable mixed reality (MR)-based mobile learning system and applied it to museum learning activities to explore whether the proposed system can effectively improve university students' learning outcomes, situational interest, and cognitive load. Four museums were selected as the informal learning sites, and 64 university…
Descriptors: Biofeedback, Human Body, Handheld Devices, Computer Simulation
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Figueroa, Roberto Bacani, Jr. – Asian Association of Open Universities Journal, 2023
Purpose: The purpose of this study is to describe an educational virtual reality (VR) photo-based tour used in an online course and investigate the influence of immersive capability on the dimensions of spatial presence and their relationship with learning-related variables. Design/methodology/approach: The study employs a descriptive and an…
Descriptors: Computer Simulation, Electronic Learning, Spatial Ability, Learner Engagement
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Marja Gabrielle Bertrand; Hatice Beyza Sezer; Immaculate Kizito Namukasa – Digital Experiences in Mathematics Education, 2024
Augmented reality (AR) and virtual reality (VR) have been noted to enhance student learning by supporting spatial reasoning and visualization, long-term memory, engagement, and increased motivation. The researchers situated the exploration of these tools for learning within the culturally responsive pedagogy (CRP) in mathematics education. The…
Descriptors: Computer Simulation, Technology Uses in Education, Mathematics Instruction, Culturally Relevant Education
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Maennel, Kaie; Brilingaite, Agne; Bukauskas, Linas; Juozapavicius, Aušrius; Knox, Benjamin James; Lugo, Ricardo Gregorio; Maennel, Olaf; Majore, Ginta; Sütterlin, Stefan – SAGE Open, 2023
Hands-on and practical learning has been key to cybersecurity education and training success. Cyber Defense Exercises (CDX) are a common approach to training, testing, and verifying technical and soft skills. However, full-scale CDX implementation is also an expensive training event. In order to advance such exercises to the next level, CDX…
Descriptors: Computer Security, Computer Science Education, Information Security, Computer Simulation
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Davy Tsz Kit Ng – Interactive Learning Environments, 2023
There is a strong need for educators to change the way they conduct aviation education to bring up future professionals in the industry. To cope with the COVID-19 challenge, creative online distance learning approaches become necessary. This article shows how an online lab approach offers social and cognitive support for engineering students to…
Descriptors: Laboratories, Electronic Learning, Aviation Education, Engineering Education
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Ai-Chu Elisha Ding; Kuo-Ting Tim Huang; Jessica DuBois; Huali Fu – Educational Technology Research and Development, 2024
Secondary science students still struggle to master scientific concepts and apply content-based knowledge. The instructional design behind the incorporation of innovative technology and the use of game-based learning (GBL) could be a key to increasing student acquisition of science knowledge. Using a mixed methods design, this study examined the…
Descriptors: Game Based Learning, Computer Simulation, Scaffolding (Teaching Technique), Student Motivation
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Yu-Ju Lan; Mei-Feng Shih; Yu-Ting Hsiao – Educational Technology & Society, 2024
This study aimed to create a game as scaffolding in 3D virtual worlds to enhance linguistic communication skills (LCS) in children with attention deficit hyperactivity disorder (ADHD). Two ADHD children participated in the 17-week study. In 8 of the 17 weeks of the study, they logged in 3D virtual worlds to learn LCS through play twice a week, one…
Descriptors: Computer Games, Language Skills, Communication Skills, Attention Deficit Hyperactivity Disorder
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Feng Li; Xi Wang; Xiaona He; Liang Cheng; Yiyu Wang – Interactive Learning Environments, 2023
The purpose of this study is to determine the effect of augmented reality (AR) applications on K-12 students' academic achievement through meta-analysis and thematic analysis. 40 samples from 35 articles published between 2006 and 2020 were used to examine the impact of AR on academic achievement and to explore the effects of differences in grade…
Descriptors: Computer Simulation, Information Technology, Academic Achievement, Journal Articles
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Xinyi Wang; Mohd Nazri Bin Abdul Rahman; Mohd Shahril Nizam Shaharom – Cogent Education, 2024
Augmented reality (AR) technology is increasingly utilized in cognitive development and education of preschoolers. The Augmented Reality Integrated STEM Preschooler (ARISP) module combines AR technology with STEM (Science, Technology, Engineering, and Mathematics) in teaching and learning activity. This study aims to assess the impacts of the…
Descriptors: Foreign Countries, Preschool Education, STEM Education, Learning Activities
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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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Mas, Ángeles; Blasco, Vicente; Lerma, Carlos; Angulo, Quiteria – Higher Education Studies, 2013
This study presents an investigation about the use of multimedia procedures applied to architectural construction teaching. We have applied current technological resources, aiming to rationalize and optimize the active learning process. The experience presented to students is very simple and yet very effective. It has consisted in a simulation of…
Descriptors: Active Learning, Multimedia Instruction, Architecture, Learning Experience
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Rahim, Noor Faridah A. – Education for Information, 2013
A collaborative and knowledge sharing virtual activity on "Second Life" using a learner-centred teaching methodology was initiated between Temasek Polytechnic and The Hong Kong Polytechnic University (HK PolyU) in the October 2011 semester. This paper highlights the author's experience in designing and implementing this e-learning…
Descriptors: Foreign Countries, Cooperation, Knowledge Management, Sharing Behavior
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Lan, Yu-Ju; Kan, Yu-Hsuan; Hsiao, Indy Y. T.; Yang, Stephen J. H.; Chang, Kuo-En – Australasian Journal of Educational Technology, 2013
The aims of this research were to develop guidelines for designing interaction tasks for learners of Chinese as a foreign language (CFL) and to investigate the attitudes of CFL learners toward a full CFL class in Second Life (SL). Three research questions were addressed in this research: (1) what are the attitudes of CFL learners toward the…
Descriptors: Guidelines, Instructional Design, Chinese, Second Language Instruction
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Schorr, Roberta Y.; Goldin, Gerald A. – Educational Studies in Mathematics, 2008
This research focuses on some of the affordances provided by SimCalc software, suggesting that its use can have important consequences for students' mathematical affect and motivation. We describe an episode in an inner-city SimCalc environment illustrating our approach to the study of affect in the mathematics classroom. We infer students'…
Descriptors: Mathematics Instruction, Urban Schools, Computer Simulation, Computer Uses in Education
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