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Markauskaite, Lina; Kelly, Nick; Jacobson, Michael J. – Research in Science Education, 2020
This paper gives a grounded cognition account of model-based learning of complex scientific knowledge related to socio-scientific issues, such as climate change. It draws on the results from a study of high school students learning about the carbon cycle through computational agent-based models and investigates two questions: First, how do…
Descriptors: High School Students, Scientific Literacy, Climate, Science and Society
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Woods, Dawn M. – International Journal of Technology in Education, 2021
Number talks are short mathematical discussions offering sensemaking opportunities for students. Aside from bolstering students' mathematical learning, this instructional routine may also support preservice teachers (PSTs) in investigating how to facilitate discussion-focused instruction. In this study, PSTs engage in a learning cycle to explore,…
Descriptors: Computer Simulation, Simulated Environment, Classroom Environment, Preservice Teachers
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Kohnle, Antje; Ainsworth, Shaaron E.; Passante, Gina – Physical Review Physics Education Research, 2020
[This paper is part of the Focused Collection on Curriculum Development: Theory into Design.] This manuscript discusses how learning theories have been applied to shape multiple aspects of the design of curricular activities combining interactive computer simulations and University of Washington style tutorials (so-called simulation-tutorials).…
Descriptors: Freehand Drawing, Visual Learning, Computer Simulation, Tutoring
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Vallance, Michael; Towndrow, Phillip A. – Pedagogies: An International Journal, 2016
In a world where technology has become pervasive in our lives, the notion of IT integration in education practice is losing its significance. It is now more appropriate to discuss transforming pedagogy where technology is not considered a tool anymore but part of what we are. To advance this hypothesis, an enterprising, student-directed approach…
Descriptors: Student Problems, Computer System Design, Computer Simulation, International Cooperation
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Lan, Yu-Ju – Language Learning & Technology, 2015
The purposes of the current study are to develop virtually immersive EFL learning contexts for EFL learners in Taiwan to pre- and review English materials beyond the regular English class schedule. A 2-iteration action research lasting for one semester was conducted to evaluate the effects of virtual contexts on learners' EFL learning. 132…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Xu, Xinhao; Ke, Fengfeng – American Journal of Distance Education, 2016
This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…
Descriptors: Computer Simulation, Educational Environment, Mathematical Concepts, Mathematics Instruction
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Nersessian, Nancy J. – Mind, Culture, and Activity, 2012
As much research has demonstrated, novel scientific concepts do not arise fully formed in the head of a scientist but are created in problem-solving processes, which can extend for considerable periods and even span generations of scientists. To understand concept formation and conceptual change it is important to investigate these processes in…
Descriptors: Laboratories, Scientific Concepts, Concept Formation, Sciences
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Bower, Matt; Kenney, Jacqueline; Dalgarno, Barney; Lee, Mark J. W.; Kennedy, Gregor E. – Australasian Journal of Educational Technology, 2014
Blended synchronous learning involves using rich-media technologies to enable remote and face-to-face students to jointly participate in the same live classes. This article presents blended synchronous learning designs from seven case studies that were part of a project funded by the Australian Government Office for Learning and Teaching and…
Descriptors: Foreign Countries, Educational Technology, Teaching Methods, Blended Learning
Ziaeehezarjeribi, Yadi – ProQuest LLC, 2010
This study, based on experiential play methodology was used to explore student engagement while playing "Medal of Honor (2002)" and "Call of Duty (2003)". It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely…
Descriptors: Learner Engagement, Play, Video Games, Learning Strategies
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Widder, Mirela; Gorsky, Paul – Journal of Computers in Mathematics and Science Teaching, 2013
In schools, learning spatial geometry is usually dependent upon a student's ability to visualize three dimensional geometric configurations from two dimensional drawings. Such a process, however, often creates visual obstacles which are unique to spatial geometry. Useful software programs which realistically depict three dimensional geometric…
Descriptors: Computer Simulation, Mathematics Instruction, High School Students, Learning Processes
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Bhukuvhani, Crispen; Mupa, Mathew; Mhishi, Misheck; Dziva, Daimond – International Journal of Education and Development using Information and Communication Technology, 2012
The practical work component offers unique challenges for university science courses. This is even more pertinent in an Open and Distance Learning (ODL) environment like the Bindura University of Science Education's Virtual and Open Distance Learning (VODL) programme. Effective ODL education should be flexible enough to accommodate science…
Descriptors: Case Studies, Distance Education, Teacher Education, Problem Solving
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Boyer, Kristy Elizabeth, Ed.; Yudelson, Michael, Ed. – International Educational Data Mining Society, 2018
The 11th International Conference on Educational Data Mining (EDM 2018) is held under the auspices of the International Educational Data Mining Society at the Templeton Landing in Buffalo, New York. This year's EDM conference was highly competitive, with 145 long and short paper submissions. Of these, 23 were accepted as full papers and 37…
Descriptors: Data Collection, Data Analysis, Computer Science Education, Program Proposals
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McLellan, Hilary – Computers in the Schools, 1994
Reports the results of a study that examined the patterns of interactions of high school student partners engaged in problem-solving activities while working through computer simulation activities in an astronomy lab. Observations, interviews with teachers and students, and a software program evaluation are discussed. (LRW)
Descriptors: Astronomy, Computer Assisted Instruction, Computer Simulation, Computer Software Evaluation
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Leahy, Christine – ReCALL, 2004
This article draws on second language theory, particularly output theory as defined by Swain (1995), in order to conceptualise observations made in a computer-assisted language learning setting. It investigates second language output and learner behaviour within an electronic role-play setting, based on a subject-specific problem solving task and…
Descriptors: Problem Solving, Marketing, Interaction, Educational Technology