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Miciak, Jeremy; Taylor, W. Pat; Stuebing, Karla K.; Fletcher, Jack M. – Journal of Psychoeducational Assessment, 2018
We investigated the classification accuracy of learning disability (LD) identification methods premised on the identification of an intraindividual pattern of processing strengths and weaknesses (PSW) method using multiple indicators for all latent constructs. Known LD status was derived from latent scores; values at the observed level identified…
Descriptors: Accuracy, Learning Disabilities, Classification, Identification
Schlauch, Robert S.; Carney, Edward – Journal of Speech, Language, and Hearing Research, 2018
Purpose: Computer simulation was used to estimate the statistical properties of searches for maximum word recognition ability (PB max). These involve presenting multiple lists and discarding all scores but that of the 1 list that produced the highest score. The simulations, which model limitations inherent in the precision of word recognition…
Descriptors: Word Recognition, Computer Simulation, Scores, Phonemes
Liang, Yo-Wen; Lee, An-Sheng; Liu, Shuo-Fang – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The difficulty of Virtual Reality application in industrial design education and learning is VR engineers cannot comprehend what the important functions or elements are for students. In addition, a general-purpose VR usually confuses the students and provides neither good manipulation means nor useful toolkits. To solve these problems, the…
Descriptors: Computer Simulation, Industrial Education, Models, Computer Assisted Design
Katsioloudis, Petros J.; Jones, Mildred V. – Journal of Technology Education, 2018
A number of studies indicate that the use of holographic displays can influence spatial visualization ability; however, research provides inconsistent results. Considering this, a quasi-experimental study was conducted to identify the existence of statistically significant effects on sectional view drawing ability due to the impacts of holographic…
Descriptors: Comparative Analysis, Printing, Layout (Publications), Computer Graphics
Pribeanu, Costin; Balog, Alexandru; Iordache, Dragos Daniel – Interactive Learning Environments, 2017
Augmented reality (AR) technologies could enhance learning in several ways. The quality of an AR-based educational platform is a combination of key features that manifests in usability, usefulness, and enjoyment for the learner. In this paper, we present a multidimensional model to measure the quality of an AR-based application as perceived by…
Descriptors: Computer Simulation, Educational Technology, Measurement, Educational Quality
Shernoff, Elisa; Frazier, Stacy; Lisetti, Christine; Buche, Cedric; Lunn, Stephanie; Brown, Claire; Delmarre, Alban; Chou, Tommy; Gabbard, Joseph; Morgan, Emily – Journal of Technology and Teacher Education, 2018
Early career teachers working in high poverty schools face of overwhelming challenges navigating disruptive behaviors with studies highlighting behavior problems as one of the strongest predictors of turnover (Ingersoll & Smith, 2003). Simulation-based technology leverages important pedagogical strengths (e.g., realistic training context,…
Descriptors: Beginning Teachers, Faculty Development, Computer Simulation, Computer Uses in Education
Fominykh, Mikhail; Prasolova-Førland, Ekaterina; Stiles, Tore C.; Krogh, Anne Berit; Linde, Mattias – Journal of Interactive Learning Research, 2018
This paper presents a concept for designing low-cost therapeutic training with biofeedback and virtual reality. We completed the first evaluation of a prototype--a mobile learning application for relaxation training, primarily for adolescents suffering from tension-type headaches. The system delivers visual experience on a head-mounted display. A…
Descriptors: Therapy, Relaxation Training, Biofeedback, Computer Simulation
Namgyel, Tshewang; Bharaphan, Khajornsak – Asia-Pacific Forum on Science Learning and Teaching, 2017
Photoelectric effect is regarded as one difficult topic in physics for science students because it is the abstract and multidimensional phenomenon. This study aims to develop the learning unit incorporated simulation and game with the 5E learning cycle for promoting the grade 12 science students' understanding of photoelectric effect and learning…
Descriptors: Computer Games, Computer Simulation, Grade 12, Physics
Fuhrmann, Tamar; Schneider, Bertrand; Blikstein, Paulo – International Journal of Science Education, 2018
The Bifocal Modelling Framework (BMF) is an approach for science learning which links students' physical experimentation with computer modelling in real time, focusing on the comparison of the two media. In this paper, we explore how a Bifocal Modelling implementation supported learning outcomes related to both content and metamodeling knowledge,…
Descriptors: High School Students, Science Instruction, Models, Outcomes of Education
Andrade, Alejandro; Danish, Joshua A.; Maltese, Adam V. – Journal of Learning Analytics, 2017
Interactive learning environments with body-centric technologies lie at the intersection of the design of embodied learning activities and multimodal learning analytics. Sensing technologies can generate large amounts of fine-grained data automatically captured from student movements. Researchers can use these fine-grained data to create a…
Descriptors: Measurement, Interaction, Models, Educational Environment
Juan, M.-Carmen; Alexandrescu, Lucian; Folguera, Fernando; García-García, Inmaculada – Digital Education Review, 2016
Three-dimensional models are important when the learning content is difficult to acquire from 2D images or other traditional methods. This is the case for learning dental morphology. In this paper, we present a mobile augmented reality (AR) system for learning dental morphology. A study with students was carried out to determine whether learning…
Descriptors: Teaching Methods, Models, Visual Aids, Undergraduate Students
Couper, Lisa; Johannes, Kristen; Powers, Jackie; Silberglitt, Matt; Davenport, Jodi – Grantee Submission, 2016
Understanding key concepts in molecular biology requires reasoning about molecular processes that are not directly observable and, as such, presents a challenge to students and teachers. We ask whether novel interactive physical models and activities can help students understand key processes in viral replication. Our 3D tangible models are…
Descriptors: Molecular Biology, Scientific Concepts, Science Instruction, Teaching Methods
Nadolny, Larysa; Woolfrey, Joan; Pierlott, Matthew; Kahn, Seth – Educational Technology Research and Development, 2013
Learning in immersive 3D environments allows students to collaborate, build, and interact with difficult course concepts. This case study examines the design and development of the TransGen Island within the SciEthics Interactive project, a National Science Foundation-funded, 3D virtual world emphasizing learning science content in the context of…
Descriptors: Sciences, Ethics, Computer Simulation, Instructional Design
Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Educational Technology & Society, 2015
Several theoretical models have been constructed to determine the effects of buisness simulation games (BSGs) on learning performance. Although these models agree on the concept of learning-cycle effect, no empirical evidence supports the claim that the use of learning cycle activities with BSGs produces an effect on incremental gains in knowledge…
Descriptors: Educational Games, Simulated Environment, Statistical Analysis, Skill Development
Pellas, Nikolaos – Interactive Learning Environments, 2017
The combination of Open Sim and Scratch4OS can be a worthwhile innovation for introductory programming courses, using a Community of Inquiry (CoI) model as a theoretical instructional design framework. This empirical study had a threefold purpose to present: (a) an instructional design framework for the beneficial formalization of a virtual…
Descriptors: Educational Indicators, Communities of Practice, Computer Simulation, High School Students