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Showing 181 to 195 of 1,434 results Save | Export
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Chen, Ching-Huei; Hung, Hsiu-Ting; Yeh, Hui-Chin – Journal of Computer Assisted Learning, 2021
Learning a foreign language requires interaction with language input while involved in a task. Given that problem-based learning (PBL) offers hands-on application in realistic contexts, and that virtual reality (VR) enables learners to interact with multiple modalities of information, this study examines how the integration of VR technology into…
Descriptors: Problem Based Learning, English for Special Purposes, Second Language Learning, Computer Simulation
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Piro, Jody S.; O'Callaghan, Catherine – International Journal of Leadership in Education, 2021
The purpose of this study was to explore how aspiring school leaders grappled with threshold concepts related to educational leadership within mixed reality simulations. An exploratory collective case study was used to understand the experiences of the participants (n = 12) who practiced mixed reality simulations of conferences with subsequent…
Descriptors: Computer Simulation, Administrator Education, Undergraduate Students, Student Attitudes
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Wright, Lyniesha; Oliver-Hoyo, Maria – Journal of Chemical Education, 2021
An augmented reality (AR) application and an activity worksheet have been developed to support students in visualizing the concepts involved when solving [superscript 1]H NMR problems. This instructional resource was designed to encourage conceptual problem-solving and prevent memorization by eliminating the use of chemical shift tables. It uses…
Descriptors: Science Instruction, Computer Simulation, Molecular Structure, Problem Solving
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Dutta, Rubina; Mantri, Archana; Singh, Gurjinder – Smart Learning Environments, 2022
The education system evolves and transforms towards interactive and immersive learning tools in this digital age. Augmented reality has also evolved as a ubiquitous, robust, and effective technology for providing innovative educational tools. In engineering education, many abstract concepts require technological intervention for conceptual…
Descriptors: Usability, Computer Simulation, Engineering Education, Intervention
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Stoica, Michael; Hickman, Thomas M.; Yong, Liu; Smith, Russell E. – Journal of Teaching in International Business, 2023
The paper presents the results of an investigation into the virtual teamwork of culturally mixed teams engaged in common projects in international settings. Data was collected from students attending four different universities on four continents (Asia, Europe, North America, and South America). They worked for a semester, in virtual teams, to…
Descriptors: International Trade, Business Administration Education, Teamwork, Computer Simulation
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Datta, Ashim K.; Ukidwe, Mayuri S.; Way, David G. – Journal of Food Science Education, 2020
Importance of online learning has become more critical with the advent of a global pandemic. Effective online learning requires design characteristics that support learning that crosses traditional disciplinary boundaries. The example of educational delivery of food safety encompasses multiple disciplines to prepare students for real-world…
Descriptors: Food, Safety, Foods Instruction, Electronic Learning
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Chang, Shao-Chen; Hsu, Ting-Chia; Kuo, Wei-Chen; Jong, Morris Siu-Yung – British Journal of Educational Technology, 2020
Science and technology are driving people's life changes, including education and the environment. Many scholars have attempted to import technology into the classroom to help students learn in different subjects. However, students often need assistance with unfamiliar learning approaches and learning environments. This study proposed a…
Descriptors: Computer Simulation, Elementary School Students, Children, Geology
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Wu, Juana; Guo, Rong; Wang, Zhuo; Zeng, Rongqing – Interactive Learning Environments, 2021
Developing the problem-solving abilities of elementary school students has been recognized as an important educational objective. Science curricula, because of their practical and experimental characteristics, are thought to be an important way to develop students' problem-solving ability. The use of Virtual Reality (VR) technology in teaching…
Descriptors: Video Technology, Technology Integration, Computer Simulation, Science Activities
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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
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Brau, Rebekah Inez; Gardner, John W.; Webb, G. Scott; McDonald, Jason K. – Decision Sciences Journal of Innovative Education, 2019
We develop a single-class period learning game for the Plan-Do-Study-Act (PDSA) improvement cycle. The experiential activity walks teams through the PDSA problem-solving process as they create paper American footballs and improve their performance using each step of the cycle. The game is one of the first to focus on PDSA. Key benefits include…
Descriptors: Supply and Demand, Class Activities, Educational Games, Experiential Learning
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Garbayo, Luciana S.; Harris, David M.; Fiore, Stephen M.; Robinson, Matthew; Kibble, Jonathan D. – Advances in Physiology Education, 2023
The purpose of this study was to 1) help novice students scaffold problem-solving and engage safely in the deliberate practice of diagnostic reasoning and medical decision-making in real time; 2) assess how accurately students gather and apply data in medical reasoning and treatment during high-fidelity patient simulations (HFPSs); 3) identify…
Descriptors: Decision Making, Self Esteem, Problem Solving, Scaffolding (Teaching Technique)
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de Souza, Renata Torres Mattos P.; Kasseboehmer, Ana Cla´udia – Journal of Chemical Education, 2022
This paper reports the development of a digital escape room for high school students using Genially, a web-based media platform. The escape room was used to aid understanding of basic concepts in chemistry and mostly enhance students' classes participation during the COVID-19 pandemic. The activity entitled "The thalidomide mystery"…
Descriptors: Science Education, Secondary School Science, Educational Games, High School Students
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Alan, Burcu; Zengin, Fikriye Kirbag; Keçeci, Gonca – Journal of Baltic Science Education, 2019
In this research the effects of STEM applications, which are aimed to support the integrated teaching knowledge of pre-service science teachers on the problem solving skills of pre-service science teachers were examined. The research was carried out in scope of the mixed method design of convergent parallel design. The research was conducted with…
Descriptors: Preservice Teachers, Science Teachers, Problem Solving, STEM Education
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Magana, Alejandra J.; Elluri, Sindhura; Dasgupta, Chandan; Seah, Ying Ying; Madamanchi, Aasakiran; Boutin, Mireille – Journal of Science Education and Technology, 2019
In science and engineering education, the use of heuristics has been introduced as a way of understanding the world, and as a way to approach problem-solving and design. However, important consequences for the use of heuristics are that they do not always guarantee a correct solution. Learning by Design has been identified as a pedagogical…
Descriptors: Role, Computer Simulation, Learning Experience, Middle School Students
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Uz-Bilgin, Cigdem; Thompson, Meredith; Anteneh, Melat – Journal of Science Education and Technology, 2020
This study examines how different roles and background knowledge transform players' dyadic conversations into spatial dialogues in a virtual cellular biology game. Cellverse is a collaborative virtual reality (VR) game designed to teach cell biology. Players work in pairs, assuming the role of either a Navigator, with reference material and a…
Descriptors: Cytology, Biology, Educational Technology, Technology Uses in Education
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