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Candace Walkington; Mitchell J. Nathan; Wen Huang; Jonathan Hunnicutt; Julianna Washington – Educational Technology Research and Development, 2024
The emergence of immersive digital technologies, such as shared augmented reality (shAR), virtual reality (VR) and motion capture (MC) offers promising new opportunities to advance our understanding of human cognition and design innovative technology-enhanced learning experiences. Theoretical frameworks for embodied and extended cognition can…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Motion
Daniela Decker; Martin Merkt – Journal of Computer Assisted Learning, 2024
Background: Virtual reality (VR) offers much potential for learning, but it challenges learners' orientation. Objectives: This paper investigates whether it is possible to use light or movement cues to facilitate orientation in a search task in a desktop-VR environment so that participants can better attend to the learning content presented…
Descriptors: Cues, Educational Technology, Computer Simulation, Light
Yerushalmy, Michal; Olsher, Shai; Harel, Raz; Chazan, Daniel – Digital Experiences in Mathematics Education, 2023
Much important research on the learning of mathematics with technology-supported inquiry has been devoted to learning with multiple-linked representations (MLR) as a mode of feedback. Like a mirror, MLR feedback helps students see their actions in one representation "reflected" in another. Yet, research has followed learning episodes…
Descriptors: Mathematics Instruction, Educational Technology, Inquiry, Feedback (Response)
David Wesley Woolverton – ProQuest LLC, 2024
As virtual reality (VR) becomes more commonly used in education, it is important to understand the technology's weakness and mitigate any potential negative effects on student success. One adverse side-effect of VR use is simulation-induced motion sickness, known in the context of VR as VR sickness. Previous research by Howard and Van Zandt (2021)…
Descriptors: Computer Simulation, Educational Technology, Fear, Correlation
Shuhui Li; Xinyue Jiao; Su Cai; Yihua Shen – British Journal of Educational Technology, 2025
This design-based research project explored how various design features of AR-based learning environments (ARLE) influence students' mathematics self-efficacy and learning of kinematics. Specifically, five ARLEs with different design features were developed and implemented with 136 seventh-grade students in two rounds. Data were gathered from pre-…
Descriptors: Computer Simulation, Mathematics Instruction, Self Efficacy, Mathematical Concepts
Kubsch, Marcus; Hamerski, Patti C. – Physics Teacher, 2022
Energy is a disciplinary core idea and a cross-cutting concept in the K-12 Framework for Science Education and the Next Generation Science Standards (NGSS). As numerous authors point out, the energy model in these standards emphasizes the connections between energy and systems. Using energy ideas to interpret or make sense of phenomena means…
Descriptors: Energy, Science Instruction, Scientific Concepts, Models
Qing Yu – Interactive Learning Environments, 2024
Motion-sensing technology (MST) is an emerging educational technology with great potential. However, the effects of MST on language learning are still controversial. This is the first meta-analysis to examine the effectiveness of MST-assisted language learning. This research integrates 31 effect sizes from 21 independent studies (2013-2022). The…
Descriptors: Movement Education, Technology Uses in Education, Educational Technology, Second Language Learning
Candace Walkington; Mitchell J. Nathan; Wen Huang; Jonathan Hunnicutt; Julianna Washington – Grantee Submission, 2023
The emergence of immersive digital technologies, such as shared Augmented Reality (shAR), Virtual Reality (VR) and Motion Capture (MC) offers promising new opportunities to advance our understanding of human cognition and design innovative technology-enhanced learning experiences. Theoretical frameworks for embodied and extended cognition can…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Motion
Kshitij Sharma; Serena Lee-Cultura; Sofia Papavlasopoulou; Michail Giannakos – Journal of Computer Assisted Learning, 2025
Background: Effort measurement is essential for adaptation to interactive learning technologies. Most contemporary technologies measure effort through the log data (reaction time and correctness). Some adaptive technologies use facial expressions and attention to adapt. Objectives: We present a novel, complementary, and multimodal definition of…
Descriptors: Academic Persistence, Educational Technology, Technology Uses in Education, Assistive Technology
Candace Walkington; Mitchell J. Nathan; Jonathan Hunnicutt; Julianna Washington; Monique Zhou – Grantee Submission, 2024
Dynamic geometry software (DGS) has long been studied in mathematics education as a way for students to explore and interact with geometric objects and figures. Recent advances in Augmented Reality (AR) technologies that allow dynamic three-dimensional mathematical objects to appear in students' environment as holograms have changed the nature of…
Descriptors: Computer Software, Geometry, Computer Simulation, Educational Technology
Lukovic, Milentije; Lukovic, Vanja; Bozic, Milos; Vujicic, Vojislav – Physics Teacher, 2021
One of the contemporary trends in the development of physics teaching is its integration with computers. Introducing computers and microcontrollers into the teaching of physics opens up completely new possibilities for explaining different physical phenomena. Microcontrollers allow the experiment to be brought back to the focus of physics teaching…
Descriptors: Science Instruction, Physics, Educational Technology, Technology Uses in Education
Chris Hovey – ProQuest LLC, 2024
This dissertation examines the affective qualities of non-player character motion in a Virtual Reality (VR) cognitive training game, their impact on players' core affective experiences, game performance, and cognitive training outcomes. How do the movements of game characters in a VR environment affect players' experienced emotions, gameplay…
Descriptors: Computer Simulation, Educational Technology, Computer Uses in Education, Computer Games
Herrera-Suárez, H. J.; Morales-Aranguren, H. L.; Muñoz, J. H.; Ossa-Novoa, J. – Physics Education, 2022
The oscillations of one mass "m" suspended between two different springs, assuming a friction force proportional to the velocity [minuscule], have been studied. For this purpose, an assembly for this system has been made. The movement of the mass is recorded with a smartphone and analysed with "Tracker." It is obtained that the…
Descriptors: Mechanics (Physics), Motion, Energy, Science Instruction
Boublil, Shachar; Blair, David; Treagust, David F. – Teaching Science, 2023
The demand for improving student interest in science has increased efforts toward teaching Einstein's theory of general relativity in schools. Research has already shown that teaching Einsteinian gravity at the secondary level is feasible, however, appropriate resources must be readily available for science teachers to make Einsteinian gravity…
Descriptors: Science Experiments, Scientific Concepts, Physics, Middle School Students
Gonzalez, Fernando – Education and Information Technologies, 2023
The study of robotics has become a popular course among many educational programs, especially as a technical elective. A significant part of this course involves having the students learn how to program the movement of a robotic arm by controlling the velocity of its individual joint motors, a topic referred to as joint programming. They must…
Descriptors: Robotics, Educational Technology, Technology Uses in Education, Simulation