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Showing 1 to 15 of 17 results Save | Export
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Sreejun, Surang; Chatwattana, Pinanta – Journal of Education and Learning, 2023
The objectives of this research are (1) to study and synthesise the conceptual framework of the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products and digital empathy, (2) to develop the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products…
Descriptors: Inquiry, Computer Simulation, Creativity, Empathy
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Ronald L. Reyes; Kristina P. Isleta; Jennifer D. Regala; Daisy Mae R. Bialba – Journal of Computer Assisted Learning, 2024
Background: The adoption of virtual laboratories (VLs) has experienced a significant surge, catalysed by the global changes in the educational landscape, notably influenced by the COVID-19 pandemic. Originally supplementary to traditional in-person laboratory experiments, VLs swiftly transitioned into a primary source of hands-on laboratory…
Descriptors: Science Laboratories, Computer Simulation, Educational Technology, Science Instruction
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Alstein, Paul; Krijtenburg-Lewerissa, Kim; van Joolingen, Wouter R. – Journal of Science Education and Technology, 2023
This article describes the design and evaluation of a simulation environment for special relativity (SR) education at the secondary level. In recent years, SR has become increasingly popular in secondary school curricula worldwide. Because the key concepts in SR are very remote from everyday experience, they are difficult for students to learn.…
Descriptors: Science Education, Secondary School Science, Scientific Concepts, Concept Formation
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Cai, Su; Liu, Zifeng; Liu, Changhao; Zhou, Haitao; Li, Jiangxu – Journal of Science Education and Technology, 2022
This study aims to explore the impact of an augmented reality (AR) scientific inquiry tool based on a brain-computer interface (BCI) on students' scientific performance, flow experience, self-efficacy, and cognitive load of primary school students. The BCI-based AR inquiring tool provides real-time attention feedback to students' activities in an…
Descriptors: Elementary School Students, Elementary School Science, Science Instruction, Computer Simulation
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Abdusselam, Mustafa Serkan; Kilis, Selcan – International Journal of Technology in Education, 2021
This study aims to develop and evaluate an augmented reality microscope, "MicrosAR", for a middle school Science course, which was aimed for use both in and out of school, and to understand the users' perceptions about it. The study adopted design-based research to iteratively develop and evaluate the MicrosAR. Learning activities and…
Descriptors: Science Instruction, Secondary School Science, Middle School Students, Laboratory Equipment
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Irby, Beverly J.; Tong, Fuhui; Lara-Alecio, Rafael; Tang, Shifang; Guerrero, Cindy; Wang, Zhuoying; Zhen, Fubiao – Science Insights Education Frontiers, 2021
In this empirical study we examined the effect of a literacy-infused science intervention on fifth grade economically challenged students' science achievement in the curriculum-based and standardized assessments. A total of 27 treatment students and 20 comparison students from two intermediate schools in a rural district in South Texas in the…
Descriptors: Rural Schools, Low Income Students, Science Achievement, Science Instruction
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Tsai, Fu-Hsing – Journal of Educational Computing Research, 2018
This study developed a computer-simulated science inquiry environment, called the Science Detective Squad, to engage students in investigating an electricity problem that may happen in daily life. The environment combined the simulation of scientific instruments and a virtual environment, including gamified elements, such as points and a story for…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Inquiry
Howard, Matt C. – ProQuest LLC, 2015
In the current document, an integrative CBT-TTF framework is created, which proposes: technologies that require large amounts of working memory are best at improving outcomes that require little working memory to develop, and vice versa. Then, a meta-analysis of virtual reality (VR) training programs (which require great amounts of working memory)…
Descriptors: Science Fiction, Inquiry, Intervention, Computer Simulation
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Green, Marybeth; Conkey, April; Challoo, Linda – Journal of Interactive Learning Research, 2015
Educating the public about wildlife and conservation has long been a core component of many zoos' mission statements (Patrick, Matthews, Ayers, & Tunnicliffe, 2007). However, research has demonstrated that most patrons visit zoos to be entertained and to socialize rather than to be educated. Thus, greater emphasis is now placed on encouraging…
Descriptors: Wildlife, Recreational Facilities, Conservation (Environment), Exhibits
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Killham, Jennifer E.; Saligman, Adam; Jette, Kelli – International Journal of Game-Based Learning, 2016
This classroom-based action research study investigated the creative implementation of fluency instruction for English as a Foreign Language (EFL) learners through the use of a virtual character-playing simulation called Place Out of Time (POOT). The researchers sought to identify what supported and impeded student participation in this game-based…
Descriptors: Teaching Methods, Action Research, Language Fluency, English (Second Language)
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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
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Savin-Baden, Maggi – London Review of Education, 2013
This paper will present a study that explored the perceived impact of spatial practice in "Second Life" (SL) on teaching and learning from the point of view of participants in higher education (lecturers, developers and researchers). Narrative inquiry was used to access stories and experiences of space and spatial practice from staff…
Descriptors: Program Effectiveness, Teacher Attitudes, Cues, Information Technology
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Quellmalz, Edys S.; Davenport, Jodi L.; Timms, Michael J.; DeBoer, George E.; Jordan, Kevin A.; Huang, Chun-Wei; Buckley, Barbara C. – Journal of Educational Psychology, 2013
How can assessments measure complex science learning? Although traditional, multiple-choice items can effectively measure declarative knowledge such as scientific facts or definitions, they are considered less well suited for providing evidence of science inquiry practices such as making observations or designing and conducting investigations.…
Descriptors: Science Education, Educational Assessment, Psychometrics, Science Tests
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Chee, Yam San; Tan, Kim Chwee Daniel – Electronic Journal of e-Learning, 2012
Traditional modes of chemistry education in schools focus on imparting chemistry knowledge to students via instruction. Consequently, students often acquire the mistaken understanding that scientific knowledge comprises a fixed body of "proven" facts. They fail to comprehend that the construction of scientific understanding is a human…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Simulation
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Abdullah, Sopiah; Shariff, Adilah – EURASIA Journal of Mathematics, Science & Technology Education, 2008
The purpose of the study was to investigate the effects of inquiry-based computer simulation with heterogeneous-ability cooperative learning (HACL) and inquiry-based computer simulation with friendship cooperative learning (FCL) on (a) scientific reasoning (SR) and (b) conceptual understanding (CU) among Form Four students in Malaysian Smart…
Descriptors: Computer Simulation, Cooperative Learning, Teaching Methods, Scientific Principles
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