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Showing 1 to 15 of 30 results Save | Export
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Webster, Rustin – Interactive Learning Environments, 2016
The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was…
Descriptors: Virtual Classrooms, Knowledge Level, Comparative Analysis, Lecture Method
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Gunn, Therese; Jones, Lee; Bridge, Pete; Rowntree, Pam; Nissen, Lisa – Interactive Learning Environments, 2018
In recent years, simulation has increasingly underpinned the acquisition of pre-clinical skills by undergraduate medical imaging (diagnostic radiography) students. This project aimed to evaluate the impact of an innovative virtual reality (VR) learning environment on the development of technical proficiency by students. The study assessed the…
Descriptors: Computer Simulation, Medical Students, Simulated Environment, Educational Technology
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Fuhrmann, Tamar; Schneider, Bertrand; Blikstein, Paulo – International Journal of Science Education, 2018
The Bifocal Modelling Framework (BMF) is an approach for science learning which links students' physical experimentation with computer modelling in real time, focusing on the comparison of the two media. In this paper, we explore how a Bifocal Modelling implementation supported learning outcomes related to both content and metamodeling knowledge,…
Descriptors: High School Students, Science Instruction, Models, Outcomes of Education
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Stansbury, Jessica A. – Teaching of Psychology, 2017
An interactive learning module was developed and implemented in a social psychology course to teach concepts of the "self" via self-exploration and game play using "The SIMS[superscript 3]." Students volunteered to play the computer video game throughout a 5-week summer session as a supplement to reading the chapter in the…
Descriptors: Social Psychology, Virtual Classrooms, Educational Games, Video Games
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Mann, Mark D. – Contemporary Issues in Education Research, 2017
In the 21st Century, Educators are called to thinking in broader terms about the purpose of technology in engaging learners to work on tasks that are meaningful to them. Through technology, as described in this paper, the researcher has attempted to broaden student engagement level by developing a more engaging online game framework. The research…
Descriptors: Student Motivation, Computer Games, Learner Engagement, Programming
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Ferguson, Anneka – Journal of Learning Design, 2015
There is a growing movement to create successful, ethical, well-rounded and practice ready legal professionals both in terms of their content knowledge and their mental well-being. As a Legal Teaching "profession" it is incumbent on us to answer this call in a responsive, creative, integrated, well researched and evaluated manner. This…
Descriptors: Foreign Countries, Legal Education (Professions), Ethics, Knowledge Level
Foltz-Ramos, Kelly – ProQuest LLC, 2017
Background and Objectives: Graduates from undergraduate nursing programs report inadequate death education. Most death education is focused on end-of-life care and taught by lecture. Students are not provided opportunities to reflect on their own feelings about death. Due to lack of clinical nursing faculty and shortage of clinical sites, students…
Descriptors: College Graduates, Undergraduate Study, Nursing Education, Death
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Golovachyova, Viktoriya N.; Menlibekova, Gulbakhyt Zh.; Abayeva, Nella F.; Ten, Tatyana L.; Kogaya, Galina D. – International Journal of Environmental and Science Education, 2016
Using computer-based monitoring systems that rely on tests could be the most effective way of knowledge evaluation. The problem of objective knowledge assessment by means of testing takes on a new dimension in the context of new paradigms in education. The analysis of the existing test methods enabled us to conclude that tests with selected…
Descriptors: Expertise, Computer Assisted Testing, Student Evaluation, Knowledge Level
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Moro, Christian; Stromberga, Zane; Stirling, Allan – Australasian Journal of Educational Technology, 2017
Consumer-grade virtual reality has recently become available for both desktop and mobile platforms and may redefine the way that students learn. However, the decision regarding which device to utilise within a curriculum is unclear. Desktop-based VR has considerably higher setup costs involved, whereas mobile-based VR cannot produce the quality of…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
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Dowlati, Ehsan; Musick, David W.; Zhang, Lin; Thornton, Katherine; Carvalho, Helena – Journal of Education and Training Studies, 2016
Part of the educator's mission is to develop new methodologies that promote active learning. This study examines the use of dramatization of the cardiac cycle in medical school. Two groups (n = 42, 21 each) of first-year medical students participated. Group A was initially taught through dramatization alone, while Group B was taught through…
Descriptors: Physiology, Medical Students, Teaching Methods, Heart Disorders
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Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Educational Technology & Society, 2015
Several theoretical models have been constructed to determine the effects of buisness simulation games (BSGs) on learning performance. Although these models agree on the concept of learning-cycle effect, no empirical evidence supports the claim that the use of learning cycle activities with BSGs produces an effect on incremental gains in knowledge…
Descriptors: Educational Games, Simulated Environment, Statistical Analysis, Skill Development
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Koutalidi, Sophia; Psallidas, Vassilis; Scoullos, Michael – Chemistry Education Research and Practice, 2016
In searching for effective ways to combine science/chemical education with EE/ESD, new didactic materials were designed and produced focussing on biogeochemical cycles and their connection to sustainable development. The materials were experimentally applied in 16 Greek schools under the newly introduced compulsory "school project" which…
Descriptors: Biochemistry, Science Instruction, Secondary School Science, Intervention
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Kampf, Ronit – Universal Journal of Educational Research, 2016
Two cross-national experimental studies examined the effects of PeaceMaker and Global Conflicts on knowledge acquisition and attitude change regarding the Israeli-Palestinian conflict. PeaceMaker and Global Conflicts are role-playing computerized simulations of this conflict. 248 undergraduate students from Turkey, Israel, Palestine and the US…
Descriptors: Conflict, Computer Simulation, Simulated Environment, Educational Technology
Benhuri, Gloria – ProQuest LLC, 2014
Human Patient Simulation (HPS) exercises with life-like computerized manikins provide clinical experiences for nursing students in a safe environment followed by debriefing that promotes learning. Quantitative research in techniques to support learning from debriefing is limited. The purpose of the quantitative quasi-experimental study using a…
Descriptors: Patients, Nurses, Simulation, Educational Experience
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Chang, Hsin-Yi; Hsu, Ying-Shao; Wu, Hsin-Kai – Interactive Learning Environments, 2016
We investigated the impact of an augmented reality (AR) versus interactive simulation (IS) activity incorporated in a computer learning environment to facilitate students' learning of a socio-scientific issue (SSI) on nuclear power plants and radiation pollution. We employed a quasi-experimental research design. Two classes (a total of 45…
Descriptors: Comparative Analysis, Computer Simulation, Computer Uses in Education, Science and Society
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