NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Teachers1
Laws, Policies, & Programs
What Works Clearinghouse Rating
Showing all 15 results Save | Export
Kelly Jay Smith – ProQuest LLC, 2024
Augmented reality (AR) is an emergent technology beginning to be integrated into many disciplines such as engineering, architecture, and medical fields for educational purposes. The present study builds on a pilot study conducted in the spring of 2022 exploring how AR can be employed in Environmental Education (EE) by providing just-in-time…
Descriptors: Computer Simulation, Simulated Environment, Environmental Education, Technology Uses in Education
Aditya Vishwanath – ProQuest LLC, 2023
As VR becomes increasingly mainstream due to lowering hardware costs and increased access to VR content, it becomes critical to fill the gap in learning sciences literature that explains how this content may be developed in alignment with targeted learning outcomes. It also becomes imperative to study the integration of VR outside the…
Descriptors: Computer Simulation, Technology Integration, Technology Uses in Education, Elementary Secondary Education
Peer reviewed Peer reviewed
Direct linkDirect link
Petersen, Gustav B.; Klingenberg, Sara; Mayer, Richard E.; Makransky, Guido – British Journal of Educational Technology, 2020
Immersive Virtual Reality (IVR) is being used for educational virtual field trips (VFTs) involving scenarios that may be too difficult, dangerous or expensive to experience in real life. We implemented an immersive VFT within the investigation phase of an inquiry-based learning (IBL) climate change intervention. Students investigated the…
Descriptors: Field Trips, Educational Technology, Technology Uses in Education, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Fokides, Emmanuel; Chachlaki, Foteini – Technology, Knowledge and Learning, 2020
The study presents the results from a project in which a 3D multi-user virtual environment was used for informing students on issues related to the protection of the Mediterranean monk seal. The target group was 326, 10-12-years old students divided into three groups. The first one was taught using printed material, the second used a web-based…
Descriptors: Computer Simulation, Simulated Environment, Environmental Education, Conservation (Environment)
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Keller, Thomas; Glauser, Philipp; Ebert, Nico; Brucker-Kley, Elke – International Association for Development of the Information Society, 2018
This paper examines the use of Virtual Reality (VR) at Swiss secondary schools. Despite many years of research, no well-founded data are available on the effects of the technology on children's learning success. It is assumed that VR is compatible with the learning theory of constructivism through the possibility of immersion, interaction, 3D…
Descriptors: Educational Technology, Technology Uses in Education, Secondary Education, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Kyza, Eleni A.; Georgiou, Yiannis – Interactive Learning Environments, 2019
While learning can happen anywhere and everywhere, most educational practices in K-12 are confined within the walls of a classroom and the school; such practices narrowly define learning and exclude the opportunities that an expanded and digitally mediated definition of learning can offer. Augmented reality (AR) technologies offer exciting new…
Descriptors: Computer Simulation, Simulated Environment, Scaffolding (Teaching Technique), Inquiry
Peer reviewed Peer reviewed
Direct linkDirect link
Soto, Inia; Cambazoglu, Mustafa Kenal; Arnone, Robert; Kastler, Jessica; Parra, Sabrina – Science Teacher, 2018
Cruise planning may seem like an ordinary task for oceanographers, but it actually involves logical and strategic thinking, collaboration, and multidisciplinary work. The "Challenger" expedition, led by Charles Wyville Thomson from 1872 to 1876, was the first to be fully dedicated to understanding oceans (Rice et al. 1999) and was…
Descriptors: Oceanography, Science Instruction, Science Activities, Role Playing
Peer reviewed Peer reviewed
Direct linkDirect link
Schaal, Sonja; Otto, Siegmar; Schaal, Steffen; Lude, Armin – International Journal of Science Education, Part B: Communication and Public Engagement, 2018
Geogames are mobile, location-based and location dependent games for devices like smartphones and tablets. As geogames are played outdoors they offer various possibilities for environmental education. The geogame entitled FindeVielfalt "Simulation" is a location dependent game, developed in the BioDiv2Go project, which provides sensory…
Descriptors: Educational Games, Telecommunications, Handheld Devices, Environmental Education
Peer reviewed Peer reviewed
Direct linkDirect link
Basu, Satabdi; Sengupta, Pratim; Biswas, Gautam – Research in Science Education, 2015
Students from middle school to college have difficulties in interpreting and understanding complex systems such as ecological phenomena. Researchers have suggested that students experience difficulties in reconciling the relationships between individuals, populations, and species, as well as the interactions between organisms and their environment…
Descriptors: Science Instruction, Ecology, Environmental Education, Scaffolding (Teaching Technique)
Peer reviewed Peer reviewed
Direct linkDirect link
Cuccurullo, Stefania; Francese, Rita; Passero, Ignazio; Tortora, Genoveffa – International Journal of Distance Education Technologies, 2013
The environmental priority requires structural interventions that will be effective in the long period only if they are accompanied by modifications of behaviors, orientations and beliefs, specially investing in the new generations. This paper presents a 3D Virtual World serious game named Pappi World, designed according to pedagogical theories…
Descriptors: Sanitation, Computer Simulation, Simulated Environment, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Cleland, Deborah; Dray, Anne; Perez, Pascal; Cruz-Trinidad, Annabelle; Geronimo, Rollan – Simulation & Gaming, 2012
REEFGAME is a computer-assisted role-playing game that explores the interactions among management strategies, livelihood options, and ecological degradation in subsistence fishing communities. The tool has been successfully used in the Philippines and a variety of student workshops. In the field, REEFGAME operated as a two-way learning tool,…
Descriptors: Foreign Countries, Marine Biology, Marine Education, Sustainable Development
Peer reviewed Peer reviewed
Direct linkDirect link
Barab, Sasha A.; Scott, Brianna; Siyahhan, Sinem; Goldstone, Robert; Ingram-Goble, Adam; Zuiker, Steven J.; Warren, Scott – Journal of Science Education and Technology, 2009
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instructional design conditions where the content had increasingly level of…
Descriptors: Environmental Education, Undergraduate Students, Water Quality, Test Items
Peer reviewed Peer reviewed
Direct linkDirect link
Ketelhut, Diane Jass; Nelson, Brian C. – Educational Research, 2010
Background: Most policy doctrines promote the use of scientific inquiry in the K-12 classroom, but good inquiry is hard to implement, particularly for schools with fiscal and safety constraints and for teachers struggling with understanding how to do so. Purpose: In this paper, we present the design of a multi-user virtual environment (MUVE)…
Descriptors: Suburban Schools, Student Attitudes, Virtual Classrooms, Science Curriculum
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of 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 Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Ethnicity, Educational Games, Specialists
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers