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Showing 1 to 15 of 37 results Save | Export
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Yiling Hu; Yanjun Chen; Bian Wu – Educational Technology & Society, 2025
As a key professional competence of teachers, empathy involves whether teachers can stand in the student's position to pay attention, understand their behavior, and make reasonable judgment and explanation of it. Researchers have discovered that 360° virtual reality (360° VR), a relatively recent form of media, can be particularly powerful in…
Descriptors: Empathy, Preservice Teachers, Teacher Education Programs, Video Technology
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Chen, Chia-Chen; Chen, Liang-Yu – Educational Technology & Society, 2022
Based on "Virtual Reality" (VR), this study constructed a teaching software of glacier terrain, which allows students to explore freely in virtual environment and the effect of different learning modes. This study also collected students' spatial ability and geographical learning achievement, and explored whether students' spatial…
Descriptors: Spatial Ability, Academic Achievement, Instructional Effectiveness, Computer Simulation
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Chiu-Jung Chen; Pei-Lin Liu – Educational Technology & Society, 2025
This research examined the possibility of using Immersive Virtual Reality (IVR), Content and Language Integrated Learning (CLIL), and Total Physical Response (TPR) as a new method of teaching English as a Foreign Language (EFL) students. This study sought to explore the potential benefits of this integration of methodologies in order to facilitate…
Descriptors: Computer Simulation, Second Language Learning, Teaching Methods, English (Second Language)
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Gyeong-Geon Lee; Wonhyeong Jang – Educational Technology & Society, 2024
This study conceptualized Technology-Enhanced Distance Laboratory (TEDL) as a subset of Non-Traditional Laboratory (NTL) to best describe global STEM education practices after the COVID-19 pandemic. We systematically gathered and examined 141 empirical TEDL studies reported from March 2020 to August 2022. Most studies were contextually rooted in…
Descriptors: COVID-19, Pandemics, STEM Education, Laboratory Procedures
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Jing Yan; Scott Grant; Hui Huang – Educational Technology & Society, 2025
Many studies have examined the factors that influence second language interaction, such as task type and communication mode, i.e., face-to-face and computer-mediated communication through online mode. However, there is a paucity of research that has investigated the effects of task type on negotiation of meaning (NoM), a specific type of…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Task Analysis
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Lin, Rae Ping; Wu, Wen-Chi Vivian – Educational Technology & Society, 2023
This qualitative study aims to explore how the production of language learning materials using spherical video-based virtual reality (SVVR) affords pre-service teachers multiliteracy development while also attempting to discover their perceptions toward adopting this emerging technology for future language teaching. Data from multiple sources was…
Descriptors: Multiple Literacies, Preservice Teachers, Teacher Education Programs, Teaching Methods
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Wang, Yi Hsuan – Educational Technology & Society, 2020
The study integrated learning technology and various e-learning materials to assist teachers in conducting project-based learning for a science course. The activities were designed for learning science concepts such as circuits and the symbols of electricity firstly, and then for applying the concepts to produce a scientific toy. The study…
Descriptors: Games, Books, Electronic Publishing, Computer Simulation
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Ou Yang, Fang-Chuan; Lo, Fang-Ying Riva; Chen Hsieh, Jun; Wu, Wen-Chi Vivian – Educational Technology & Society, 2020
Developing communicative ability of English as a Foreign Language (EFL) learners is essential when it comes to authentic learning. Nevertheless, conventional textbook usage and English instruction often fail to be learner-engaging. With the help of high-immersion Virtual Reality (VR), language learning can be transformed into a more self-directed…
Descriptors: Communication Skills, Educational Technology, Technology Uses in Education, Computer Simulation
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Yiannoutsou, Nikoleta; Johnson, Rose; Price, Sara – Educational Technology & Society, 2021
Digital developments that foreground the sensory body and movement interaction offer new ways of engaging with mathematical ideas. Theories of embodied cognition argue for the important role of sensorimotor interaction in underpinning cognition. For visually impaired children this is particularly promising, since it provides opportunities for…
Descriptors: Psychomotor Skills, Mathematics Instruction, Teaching Methods, Video Technology
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Holly, Michael; Pirker, Johanna; Resch, Sebastian; Brettschuh, Sandra; Gütl, Christian – Educational Technology & Society, 2021
Skills in science, technology, engineering, and mathematics (STEM) are increasingly in demand. Theoretical knowledge and formulas alone are frequently not sufficient to understand complex phenomena. Simulations are a valuable tool to support the conceptual understanding by visualizing invisible processes. The constant interaction with the learning…
Descriptors: Instructional Design, STEM Education, Computer Simulation, Visualization
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Daradoumis, Thanasis; Arguedas, Marta – Educational Technology & Society, 2020
There is an increasing interest in the ways pedagogical agents can provide cognitive, emotional, and metacognitive support to students. Moreover, several research studies have proposed various approaches for cultivating students' reflective learning. A variety of research has also been conducted into interrelations between metacognition and…
Descriptors: Metacognition, Learning Activities, Feedback (Response), High School Students
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Basawapatna, Ashok – Educational Technology & Society, 2016
Simulation and modeling activities, a key point of computational thinking, are currently not being integrated into the science classroom. This paper describes a new visual programming tool entitled the Simulation Creation Toolkit. The Simulation Creation Toolkit is a high level pattern-based phenomenological approach to bringing rapid simulation…
Descriptors: Phenomenology, Computer Simulation, Thinking Skills, Programming
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Shih, Ju-Ling; Hsu, Yu-Jen – Educational Technology & Society, 2016
This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…
Descriptors: Adventure Education, Computer Games, Computer Simulation, Questionnaires
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Schroeder, Noah L. – Educational Technology & Society, 2017
According to cognitive load theorists, the incorporation of extraneous features, such as pedagogical agents, into the learning environment can introduce extraneous cognitive load and thus interfere with learning outcome scores. In this study, the influence of a pedagogical agent's presence in an instructional video was compared to a video that did…
Descriptors: Teaching Methods, Cognitive Processes, Difficulty Level, Teacher Influence
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Twissell, Adrian – Educational Technology & Society, 2018
Abstract electronics concepts are difficult to develop because the phenomena of interest cannot be readily observed. Visualisation skills support learning about electronics and can be applied at different levels of representation and understanding (observable, symbolic and abstract). Providing learners with opportunities to make transitions…
Descriptors: Electronics, Case Studies, Concept Formation, Scientific Concepts
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