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Orna Levin; Rivi Frei-Landau; Heidi Flavian; Erez C. Miller – European Journal of Teacher Education, 2025
Clinical simulation is recognised as an authentic approach that relies on practice through simulations of real situations. The development of scenarios for evidence-based simulations is an important stage in planning simulations. Yet, in teacher education there is a paucity of research on the subject of simulation scenarios. The goal of the…
Descriptors: Inservice Teacher Education, Teacher Workshops, Computer Simulation, Electronic Libraries
Alexandra Rysul'ova – NORDSCI, 2023
Virtual worlds, like Second Life, are transformative innovations in education. These immersive 3D environments offer teachers and students unique opportunities beyond traditional classrooms. They foster active learning, allowing students to interact, manipulate objects, and engage with diverse content. This multimodal approach accommodates various…
Descriptors: Information Security, Computer Simulation, Barriers, Teaching Methods
Bindu Menon; Meghana Reddy Ranabothu; Krissy Elizabeth Tarter; Tyrone Deonte Oneal Layson; Deepa Mukundan; Jeremy J. Laukka – Advances in Physiology Education, 2025
Cognitive science principles can facilitate integrating and retaining basic science concepts during the clinical years of undergraduate medical education. We hypothesized that reinforcing foundational science concepts during the core clerkship experiences fosters the development of clinical reasoning in medical students. A patient simulation…
Descriptors: Undergraduate Students, Medical Education, Medical Students, Clinical Experience
Matthew Jordan; Zecong Ma; Jeffrey E. Johnson – Journal of Teaching in International Business, 2024
Study abroad programs represent an effective way to enhance student learning and development in business higher education, especially in international business, marketing, and trade. However, in the face of disruptors and barriers that affect a student's ability to travel internationally, virtual study abroad (VSA) programs can be a more…
Descriptors: Study Abroad, Business Education, Virtual Classrooms, Program Effectiveness
Summer Bottini; Jennifer Gillis – Journal of Developmental and Physical Disabilities, 2021
Identification of reinforcers is critical to the effectiveness of behavioral interventions. Stimulus preference assessments (SPA) are a frequently used method to identify putative reinforcers. Given the fluctuating nature of individual preferences, there is need for efficient training of providers that may regularly implement SPAs. The present…
Descriptors: Reinforcement, Behavior Modification, Preferences, Training
Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
Jesionkowska, Joanna; Wild, Fridolin; Deval, Yann – Education Sciences, 2020
Immersive technologies are rapidly transforming the field of education. Amongst them, Augmented Reality (AR) has shown promise as a resource, particularly for education in Science, Technology, Engineering, Arts, and Mathematics (STEAM). There are, however, few teachers deploying this new medium in the classroom directly, and, consequently, only a…
Descriptors: Art Education, STEM Education, Active Learning, Computer Simulation
Albright, Glenn; Fazel, Mina; Khalid, Nikita; McMillan, Jeremiah; Hilty, Don; Shockley, Kristen; Joshi, Shashank – Online Submission, 2022
The purpose of this study is to examine the impact of an online virtual human role-play simulation in teaching high school educators and staff to identify, talk to, and if necessary, refer students in psychological distress to support services. High school educators (N = 31,144) from 43 US states and 5 American territories completed a baseline…
Descriptors: Program Effectiveness, High School Teachers, Faculty Development, Computer Simulation
Kong, Seng Yeap; Yaacob, Naziaty Mohd; Ariffin, Ati Rosemary Mohd – Asia Pacific Journal of Education, 2015
The use of the physical environment as a three-dimensional (3-D) textbook is not a common practice in educational facilities design. Previous researches documented that little progress has been made to incorporate environmental education (EE) into architecture, especially among the conventional designers who are often constrained by the budget and…
Descriptors: Foreign Countries, Physical Environment, Computer Simulation, Textbooks
Nussli, Natalie Christina; Oh, Kevin – E-Learning and Digital Media, 2015
Eighteen special education teachers explored one prominent example of three-dimensional virtual worlds, namely Second Life. This study aimed to (a) determine their perception of the effectiveness of a systematic 7-Step Virtual Worlds Teacher Training workshop in terms of enabling them to make informed decisions about the usability of virtual…
Descriptors: Inquiry, Active Learning, Special Education Teachers, Teacher Workshops
Mayrose, James – American Journal of Engineering Education, 2012
Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts to give users the sensation of being fully immersed in a synthetic environment by providing them with 3D hardware, and allowing them to interact with objects in virtual worlds. The technology is extremely effective for learning and exploration, and…
Descriptors: Active Learning, Educational Technology, Technology Uses in Education, Computer Simulation
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Instructional Design, Educational Technology, Technology Uses in Education, Higher Education
Eskrootchi, Rogheyeh; Oskrochi, G. Reza – Educational Technology & Society, 2010
Incorporating computer-simulation modelling into project-based learning may be effective but requires careful planning and implementation. Teachers, especially, need pedagogical content knowledge which refers to knowledge about how students learn from materials infused with technology. This study suggests that students learn best by actively…
Descriptors: Males, Females, Science Projects, Student Projects
Jarmon, Leslie; Traphagan, Tomoko; Mayrath, Michael – Educational Media International, 2008
This paper presents an empirical study of how Second Life (SL) was utilized for a highly successful project-based graduate interdisciplinary communication course. Researchers found that an integrated threefold approach emphasizing project-based pedagogy, technical training and support, and assessment/research was effective in cultivating and…
Descriptors: Student Projects, Experiential Learning, Active Learning, Program Effectiveness

Mikulecky, Larry; Lloyd, Paul; Conner, Jennifer M. – Journal of Educational Computing Research, 1997
Examines the extent to which student groups working with the Chelsea Bank computer simulation were able to use school-to-work transition skills. Results show that students demonstrated substantial involvement with workplace skills and were considerably more actively engaged with learning than studies of traditional classrooms. (Author/AEF)
Descriptors: Active Learning, Basic Skills, Computer Assisted Instruction, Computer Simulation