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Jiménez, Cristina; Arís, Nuria; Magreñán Ruiz, Ángel Alberto; Orcos, Lara – Education Sciences, 2020
One of the main objectives in mathematics education is to motivate students due to the fact that their interest in this area is often very low. The use of different technologies, as well as gamification in the classroom, can help us to meet this goal. In this case, it is presented the use of two techniques, which are a digital escape room, using…
Descriptors: Computer Simulation, Mathematics Education, Algebra, Secondary School Students
Brydges, Ryan; Fiume, Andrea; Grierson, Lawrence – Advances in Health Sciences Education, 2022
Background: Invention and mastery learning approaches differ in their foundational educational paradigms, proposed mechanisms of learning, and potential impacts on learning outcomes. They also differ in their resource requirements. We explored the relative effects of 'invent and problem-solve, followed by instruction' (PS-I) learning compared to…
Descriptors: Simulation, Futures (of Society), Outcomes of Education, Mastery Learning
How, Meng-Leong; Hung, Wei Loong David – Education Sciences, 2019
Artificial intelligence-enabled adaptive learning systems (AI-ALS) are increasingly being deployed in education to enhance the learning needs of students. However, educational stakeholders are required by policy-makers to conduct an independent evaluation of the AI-ALS using a small sample size in a pilot study, before that AI-ALS can be approved…
Descriptors: Stakeholders, Artificial Intelligence, Bayesian Statistics, Probability
Kellems, Ryan O.; Eichelberger, Carrie; Cacciatore, Giulia; Jensen, Mikaela; Frazier, Brynn; Simons, Kalee; Zaru, Mai – Journal of Learning Disabilities, 2020
The purpose of this study was to examine the effectiveness of video-based mathematics instruction for seven middle school students with specific learning disability (SLD), using an augmented reality-based training package. The dependent variable was the percentage of steps students performed correctly to solve each type of mathematics problem. The…
Descriptors: Video Technology, Computer Assisted Instruction, Computer Simulation, Mathematics Instruction
Bajwa, Neet Priya; Perry, Michelle – Mathematical Thinking and Learning: An International Journal, 2021
Elementary school students struggle in interpreting the equal sign as a symbol denoting equivalence. Although many have advocated using a pan-balance scale to help students develop this understanding, less is known about what features associated with this model support learning. To attempt to control and examine these features, the investigators…
Descriptors: Mathematics Skills, Mathematics Instruction, Elementary School Students, Concept Formation
Ke, Fengfeng – Educational Technology Research and Development, 2019
This mixed methods study is aimed to examine the feasibility of integrating mathematical problem solving with architectural design via a 3D epistemic simulation game to promote active mathematics learning for middle-school students. The experimental-control pretest/posttest group design was adopted to examine whether the experience of interacting…
Descriptors: Educational Games, Computer Games, Computer Simulation, Game Based Learning
Makransky, Guido; Borre-Gude, Stefan; Mayer, Richard E. – Journal of Computer Assisted Learning, 2019
The main objective of this study was to examine the effectiveness of immersive virtual reality (VR) as a medium for delivering laboratory safety training. We specifically compare an immersive VR simulation, a desktop VR simulation, and a conventional safety manual. The sample included 105 first year undergraduate engineering students (56 females).…
Descriptors: Computer Simulation, Self Efficacy, Learning Motivation, Comparative Analysis
"This Question Is Too Personal!" Guided Inquiry as Part of Teaching Human Geography Research Methods
Weiss, Günther; Gohrbandt, Elisabeth – Review of International Geographical Education Online, 2018
Although inquiry-based learning is connected with a number of advantages, especially in the field of human geography, very little research has been carried out in lessons by the learners themselves to date. The aim of the study at hand is, therefore, to facilitate the process of solving problems from the sphere of human geography through the use…
Descriptors: Inquiry, Active Learning, Human Geography, Research Methodology
Solimani, Elahe; Ameri-Golestan, Ahmad; Lotfi, Ahmadreza – International Journal of Instruction, 2019
This study sought to probe the effect of two non-conventional instructions namely Flipped Classroom Model (FCM) vs. Unplugged Classroom Model (UCM) on Iranian EFL learners' oral proficiency. Therefore, 90 upper-intermediates were randomly assigned to two experimental groups and one control group (30 each). The FCM and UCM participants were…
Descriptors: Blended Learning, English (Second Language), Second Language Learning, Teaching Methods
Scott, Fraser J. – Journal of Biological Education, 2017
Basic mathematical fluency is a prerequisite for success in a wide array of areas in biology and it has been noted that many students are deficient in this skill. In this paper, the use of a "simulated" peer-assessment activity is investigated as a method to improve performance in numerical problem-solving questions in high school…
Descriptors: High School Students, Biology, Science Instruction, Peer Evaluation
Ryan, Qing X.; Frodermann, Evan; Heller, Kenneth; Hsu, Leonardo; Mason, Andrew – Physical Review Physics Education Research, 2016
The combination of modern computing power, the interactivity of web applications, and the flexibility of object-oriented programming may finally be sufficient to create computer coaches that can help students develop metacognitive problem-solving skills, an important competence in our rapidly changing technological society. However, no matter how…
Descriptors: Problem Solving, Coaching (Performance), Introductory Courses, Physics
Novak, Elena; Johnson, Tristan E.; Tenenbaum, Gershon; Shute, Valerie J. – Interactive Learning Environments, 2016
The study explored instructional benefits of a storyline gaming characteristic (GC) on learning effectiveness, efficiency, and engagement with the use of an online instructional simulation for graduate students in an introductory statistics course. A storyline is a game-design element that connects scenes with the educational content. In order to…
Descriptors: Teaching Methods, Statistics, Educational Games, Instructional Effectiveness
Chen, Juanjuan; Wang, Minhong; Dede, Chris; Grotzer, Tina A. – Educational Technology & Society, 2017
The use of external representations has the potential to facilitate inquiry learning, especially hypothesis generation and reasoning, which typically present difficulties for students. This study describes a novel three-dimensional cognitive mapping (3DCM) approach that supports inquiry learning by allowing learners to combine the information on a…
Descriptors: Cognitive Mapping, Inquiry, Active Learning, Abstract Reasoning
Lu, Yun; Vasko, Francis J.; Drummond, Trevor J.; Vasko, Lisa E. – Mathematics Teacher, 2014
If the prospective students of probability lack a background in mathematical proofs, hands-on classroom activities may work well to help them to learn to analyze problems correctly. For example, students may physically roll a die twice to count and compare the frequency of the sequences. Tools such as graphing calculators or Microsoft Excel®…
Descriptors: Probability, Mathematical Logic, Validity, Heuristics
Gerich, Mara; Schmitz, Bernhard – Journal of Education and Learning, 2016
In research on parental involvement and teacher professionalization, counseling parents on the support of their children's learning processes is considered to be an increasingly important competence area of teachers. However, to date little research has been conducted on the development of appropriate approaches to the assessment of teachers'…
Descriptors: Foreign Countries, Parent Teacher Conferences, Simulation, Educational Counseling