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Andrea Trudeau; Ying Xie; Olha Ketsman; Cindy York; Sandrine Goldsmith – TechTrends: Linking Research and Practice to Improve Learning, 2024
This mixed-methods study explored the impact of cinematic virtual reality (CVR) on seventh-grade students (n = 66) in a school library. The research was comprised of two phases, integrating data from questionnaires and student/teacher interviews. The study focused on "The Displaced," a documentary about child refugees, presented in two…
Descriptors: Adolescents, Student Attitudes, Computer Simulation, Technology Uses in Education
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Alrehaili, Enas Abdulrahman; Al Osman, Hussein – Interactive Learning Environments, 2022
Educational systems can benefit from Virtual Reality's (VR) ability to support experiential learning. In particular, VR based games, especially role-playing serious games (RPGs), can promote learning through the simulation of various educational scenarios. This study proposes an immersive VR-RPG to educate players about the behavior of honeybees.…
Descriptors: Computer Simulation, Game Based Learning, Role Playing, Program Effectiveness
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Felix, Zildomar Carlos; Machado, Liliane S.; Vianna, Rodrigo Pinheiro de Toledo – International Journal of Game-Based Learning, 2023
Domestic violence against women has been a serious social and public health problem faced by contemporary society. This type of violence has grown in recent years, placing the woman not only as a victim of the aggressor but also of a sexist culture established over time. One of the ways to combat this problem is through prevention based on…
Descriptors: Family Violence, Females, Victims, Gender Bias
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Whited, Teresa; Stickley, Kimberly; de Gravelles, Pam; Steele, Taylor; English, Beverly – Online Learning, 2021
Securing clinical locations for Bachelor of Nursing Science (BSN) programs is always a complex challenge, particularly when clinical experiences are focused on vulnerable populations such as pediatric psychiatric patients. To provide students with a meaningful clinical experience during the first weeks of the COVID-19 pandemic, we developed a…
Descriptors: Telecommunications, Access to Health Care, Psychiatry, Pediatrics
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Kibirige, Israel; Bodirwa, Kgashane Bethuel – Journal of Baltic Science Education, 2021
Teachers use different pedagogies to improve learners' performance. The study explored the effect of Computer Simulations (CS) on Grade 11 learners' performance when taught Plants Biodiversity. A Solomon FourGroup design was used to cater for internal and external validity. Sixty-six learners were assigned to two Control Groups (CG) taught using…
Descriptors: Instructional Effectiveness, Science Instruction, Plants (Botany), Biodiversity
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Cooper, Mick; van Rijn, Biljana; Chryssafidou, Evi – British Journal of Guidance & Counselling, 2019
This study is a pilot evaluation of a new avatar-based therapeutic tool, ProReal, with psychologically distressed young people within a school setting. In total, 54 young people, aged 12-18 years old, participated in face-to-face "avatar-based counselling." Young people used the software to represent themselves and others, their problems…
Descriptors: Mental Disorders, Counseling Techniques, Adolescents, Computer Software
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Oymak, Onur; Ogan-Bekiroglu, Feral – IAFOR Journal of Education, 2021
This research aimed to determine whether implementation of virtual technology or implementation of physical materials in a learning environment is more efficient in understanding physics concepts and developing positive attitudes at the high school level. The theory that framed this study is the model of learning as dynamic transfer. Participants…
Descriptors: Student Attitudes, High School Students, Knowledge Level, Adolescents
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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
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Pombo, Lúcia; Marques, Margarida M. – Education Sciences, 2020
New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game-based learning in educational contexts. The combination of these three elements is considered highly innovative, and it allows learning to move beyond traditional classroom environments to nature spaces that students can physically explore. The…
Descriptors: Educational Games, Computer Simulation, Game Based Learning, Handheld Devices
McGinn, Marion; Arnedillo-Sánchez, Inmaculada – International Association for Development of the Information Society, 2015
This paper explores the use of a three dimensional virtual world (3-DVW) to delivery assertiveness training to young adolescents. The case study aims to understand how a sense of presence in VWs facilitates and affect the performance of students role-playing activities to enhance their ability to resist sexual coercion. The results indicate that a…
Descriptors: Adolescents, Sexuality, Sexual Abuse, Role Playing
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Nilsson, Elisabet M.; Jakobsson, Anders – Journal of Science Education and Technology, 2011
The empirical study, in this article, involved 42 students (ages 14-15), who used the urban simulation computer game SimCity 4 to create models of sustainable future cities. The aim was to explore in what ways the simulated "real" worlds provided by this game could be a potential facilitator for science learning contexts. The topic investigated is…
Descriptors: World Problems, Student Attitudes, Focus Groups, Interviews
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Hsiao, Kuei-Fang; Chen, Nian-Shing; Huang, Shih-Yu – Interactive Learning Environments, 2012
Because of a shortage of physical exercise, concerns about adolescents have recently been raised in Taiwan. In educational environments where student exercise has been limited by scheduling constraints and the lack of physical exercise has become a vital problem, "learning while exercising" may be part of a possible solution. This study…
Descriptors: Foreign Countries, Exercise, Science Achievement, Computer Assisted Instruction
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
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Somers, Cheryl L. – American Secondary Education, 2006
This study evaluates the effectiveness of an experiential approach to teen pregnancy (TP) prevention called "Baby Think It Over," a computerized infant simulator, on adolescents' attitudes and behaviors regarding teen pregnancy and sexuality. Recently, a more realistic model called "Real Care Baby" was developed. The small amount of research on…
Descriptors: Middle Class, Prevention, Sexuality, Pregnancy
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Somers, Cheryl L.; Fahlman, Mariane M. – Journal of School Health, 2001
Examined the effectiveness of computerized infant simulator that provided realistic infant care experience to prevent teen pregnancy. Surveys examined changes in intervention and control group students' attitudes and sexual behaviors. Overall, the program did not significantly affect intervention students. Many students reported that it taught…
Descriptors: Adolescents, Comprehensive School Health Education, Computer Simulation, Computer Uses in Education
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