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Showing 1 to 15 of 19 results Save | Export
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Chung Sun Joo; Choi Lee Jin – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2024
The aim of this study is to explore how the creation of spherical video-based virtual reality (SVVR) influences students' creativity and curiosity in project-based language learning (PBLL). Technology is widely used in various instructional contexts, and due to increasing interest in VR technologies, the current study investigated how SVVR…
Descriptors: Creativity, Personality Traits, Video Technology, Computer Simulation
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Godwin-Jones, Robert – Language Learning & Technology, 2023
Looking at human communication from the perspective of semiotics extends our view beyond verbal language to consider other sign systems and meaning-making resources. Those include gestures, body language, images, and sounds. From this perspective, the communicative process expands from individual mental processes of verbalizing to include features…
Descriptors: Second Language Learning, Second Language Instruction, Semiotics, Nonverbal Communication
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Falode, Oluwole Caleb; Usman, Hussaini; Chukwuemeka, Emeka Joshua; Mohammed, Asabe Hadiza – Pedagogical Research, 2020
This study investigated the effects of Physical and Virtual Laboratories on the Attitude of secondary school students' attitude towards learning Geography in North Central Nigeria. The study adopted a quasi-experimental research design. The sample size of the research consisted of 768 students from 12 secondary schools in North Central zone…
Descriptors: Student Attitudes, Geography Instruction, Comparative Analysis, Teaching Methods
Kim, Gyoung M. – ProQuest LLC, 2019
This dissertation investigates the extent to which a media audience's degree of technology acceptance (as a mediator) and interactivity of the media influence the user's sense of presence, enjoyment, and message engagement, and finally lead to attitude change (persuasion). The study also explores how the user processes a message and changes the…
Descriptors: Computer Simulation, Attitude Change, College Students, Student Attitudes
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Sierra, Javier – Innovations in Education and Teaching International, 2020
This article presents an innovative teaching and learning method based on three different simulations of multi-level governance settings. Public management at the local level is recreated using the SimCity computer game; the decision-making process at the national level is simulated through a national parliament simulation; and the intervention of…
Descriptors: Computer Simulation, Economics Education, Student Attitudes, College Students
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Sarioglu, Serhan; Girgin, Sönmez – Journal of Turkish Science Education, 2020
In this study, it was aimed to investigate the effect of virtual reality usage in science teaching on 100 students attending 6th grade in Orhaneli district of Bursa province in 2017-2018 academic year. The study was designed as an experimental model of quantitative research methods. The Cell Knowledge Test developed by the researcher in the…
Descriptors: Computer Simulation, Grade 6, Middle School Students, Science Education
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Littenberg-Tobias, Joshua; Borneman, Elizabeth; Reich, Justin – AERA Open, 2021
Diversity, equity, and inclusion (DEI) issues are urgent in education. We developed and evaluated a massive open online course (N = 963) with embedded equity simulations that attempted to equip educators with equity teaching practices. Applying a structural topic model (STM)--a type of natural language processing (NLP)--we examined how…
Descriptors: Natural Language Processing, Equal Education, Educational Change, Computer Simulation
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Huh, Yeol – Journal of Education for Teaching: International Research and Pedagogy, 2020
Pre-service students in an elementary education program were involved in an educational technology course project where they created a virtual field trip using 360° virtual reality (VR) technology. As a result of the project, they acknowledged the benefits of using a 360° VR virtual field trip (VFT) in the classroom instruction and their…
Descriptors: Computer Simulation, Preservice Teachers, Preservice Teacher Education, Elementary School Teachers
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Takagi, Daisuke; Hayashi, Megumi; Iida, Takatoshi; Tanaka, Yohei; Sugiyama, Shuntaro; Nishizaki, Hitomi; Morimoto, Yoshinari – Educational Gerontology, 2019
Observation training of home dental practice is easily influenced by the site and time, and differences in learning content are likely to occur among students. The aim of the present study is to prototype virtual reality (VR) teaching material for home dental practice to provide dental students with the chance to observe patients receiving home…
Descriptors: Computer Simulation, Dental Schools, Dentistry, Dental Health
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Kaftan, Joanna; Linantud, John – Journal of Political Science Education, 2021
This article utilizes the online world politics simulation Statecraft to examine how students perceive the influence of simulations on their political ideologies as well as their expectations about behavior and outcomes within the constraints of a virtual world. This paper does not evaluate learning outcomes or student understanding of class…
Descriptors: Foreign Policy, Student Attitudes, International Relations, Political Science
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Jackson, Luke Conrad; O'Mara, Joanne; Moss, Julianne; Jackson, Alun C. – International Journal of Game-Based Learning, 2018
Digital games are currently viewed, by many within the field of education, as a way to engage and motivate students, and to assist them in acquiring content knowledge and skills. Despite the growing interest in using digital games, including serious games, this is the first critical review of the literature on the effectiveness of digital…
Descriptors: Computer Games, Teaching Methods, Instructional Effectiveness, Attitude Change
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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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Perone, Angela K. – Journal of Social Work Education, 2021
The emergence of COVID-19 created significant disruption for MSW students across the United States. This study uses several data for a case study of MSW student attitudes about COVID-19, online instruction, virtual field placement, and innovations during the emergence of COVID-19 in the United States. Data includes qualitative data from weekly…
Descriptors: COVID-19, Pandemics, Graduate Students, Masters Programs
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Bowling, Kristi G.; Miller, Leslie M.; Patel, Ruchita; Bass, Kristin M. – Electronic Journal of Science Education, 2017
"Virtual Clinical Trials" simulations were designed to highlight neuroscience research and reinforce experimental design through the recreation of published clinical trials. This paper reports the effectiveness of "Virtual Clinical Trials" simulations in improving knowledge of concepts related to the experimental design process…
Descriptors: Computer Simulation, Neurosciences, Knowledge Level, High School Students
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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
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