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Tala Michelle Karkar Esperat; Chelsey M. Bahlmann Bollinger – E-Learning and Digital Media, 2024
Field experiences are an integral part of teacher education programs because they provide preservice teachers with an opportunity to put the theory, they are learning in their university classrooms into practice. The purpose of this research study was to explore the preservice teachers' virtual field experiences at two universities during the…
Descriptors: Computer Simulation, Literacy, Preservice Teachers, Field Experience Programs
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Valentina Nachtigall; Selina Yek; Nikol Rummel – Journal of Computer Assisted Learning, 2024
Background: With the increasing availability of immersive technologies such as 360° videos for educational purposes, research needs to shift from media comparison studies to value-added studies in order to identify conditions for effective learning with such technologies. For the educational use of history-related virtual reality media, which are…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Educational Technology
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Victoria Olubola Adeyele – Education and Information Technologies, 2024
The study determined the relative effectiveness of simulation games, blended learning, and interactive multimedia in enhancing learning outcomes in Basic Science of pupils with varying abilities, with a view to providing information on the most effective strategy for instructing Basic Science among pupils with varying abilities. Children should be…
Descriptors: Educational Games, Simulation, Blended Learning, Multimedia Instruction
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Yonit Nissim; Eyal Weissblueth – Cogent Education, 2024
Teacher training in the technological age is a complex matter requiring thought, action, and research. In this qualitative study, we examined the reflective constructive perspectives of in-service graduate students in the process of training for the education and teaching professions. The current study continues previously published studies…
Descriptors: Computer Simulation, Professional Identity, Self Efficacy, Constructivism (Learning)
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Pelin Yildirim; Gonca Kececi – Journal of Computer Assisted Learning, 2024
Background: Science history is a discipline that teaches the development of scientific thought and the discoveries of scientists. However, these topics can sometimes be abstract and difficult to understand. The use of technology can make the teaching of the history of science more effective, engaging, and accessible. By providing students with…
Descriptors: Science Instruction, Teaching Methods, Science History, Scientists
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Arkadiy Alekseevich Eremin – Issues in Educational Research, 2024
This article reports upon roleplaying simulations used for teaching and learning subjects in the field of international relations. It is based upon five years of experience gained by the author while teaching in RUDN University in Moscow, Russia, and Webster University in Tashkent, Uzbekistan. The article aims to unravel both the value of…
Descriptors: Teaching Methods, International Relations, Foreign Countries, Role Playing
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Yara Elenany; Vian Ahmed – Electronic Journal of e-Learning, 2024
The construction industry is on the verge of a digital transformation. Consequently, the gap widens between industry demands and fresh graduate capabilities. Therefore, there is a pressing need for a paradigm shift in the teaching approach for construction management education. To meet both industry demands and student expectations, Game-Based…
Descriptors: Construction Management, Construction Industry, Resource Allocation, Computer Simulation
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Heidy Rico; Mario de la Puente; Carlos de Oro; Daniela Navarro; Juan Lambis; Guillermo Londoño – Open Education Studies, 2024
This academic inquiry examines the efficacy of virtual reality (VR)-based pedagogy for higher learning, specifically analyzing immersive digital instruction for rural agriculture undergraduates studying soil science in Colombia. The investigation tests two hypotheses: first, simulated learning situations improve academic achievement and student…
Descriptors: Foreign Countries, Undergraduate Students, Agricultural Education, Soil Science
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Johnson, Roger W. – Teaching Statistics: An International Journal for Teachers, 2019
The "Borel" board game consists of a series of experiments involving dice rolls, coin flips, or drawing colored balls from bags. Before each experiment is conducted, each player bets for or bets against a statement regarding the random outcome. We suggest that the collection of "Borel" experiments be used as a resource to…
Descriptors: Games, Teaching Methods, Statistics, Probability
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Cai, Su; Liu, Changhao; Wang, Tao; Liu, Enrui; Liang, Jyh-Chong – British Journal of Educational Technology, 2021
The Augmented Reality (AR)-based learning environment not only provides educators with novel ways to present learning materials but also give learners the opportunity to spontaneously interact with the material. Previous studies have shown that AR has many advantages in education; however, few focuses on the mechanisms behind promoting inquiry…
Descriptors: Physics, Computer Simulation, Self Efficacy, Student Attitudes
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VanMeter, Rebecca A.; Vander Schee, Brian A. – Marketing Education Review, 2021
Active learning engages students where they enjoy the learning process and gain a better understanding of course content. Active learning, such as an in-class game, can mitigate inattentive listening to material presented in a traditional lecture format. The Merch Game is an innovative, in-class retail simulation game that uses student…
Descriptors: Merchandising, Active Learning, Business Administration Education, Game Based Learning
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Bogomolova, Katerina; Sam, Amir H.; Misky, Adam T.; Gupte, Chinmay M.; Strutton, Paul H.; Hurkxkens, Thomas J.; Hierck, Beerend P. – Anatomical Sciences Education, 2021
In anatomical education three-dimensional (3D) visualization technology allows for active and stereoscopic exploration of anatomy and can easily be adopted into medical curricula along with traditional 3D teaching methods. However, most often knowledge is still assessed with two-dimensional (2D) paper-and-pencil tests. To address the growing…
Descriptors: Anatomy, Science Education, Teaching Methods, Educational Technology
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Jamil, Md Golam; Bhuiyan, Zakirul – International Journal of Educational Technology in Higher Education, 2021
In this paper, we explore the learning and teaching of a maritime simulation programme to understand its deep learning elements. We followed the mixed methods approach and collected student perception data from a maritime school, situated within a UK university, using reflection-based survey (n = 112) and three focus groups with eleven students.…
Descriptors: Marine Education, Simulation, Learning Processes, Foreign Countries
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MacLellan, Christopher J.; Gupta, Adit – International Educational Data Mining Society, 2021
There has been great progress towards Reinforcement Learning (RL) approaches that can achieve expert performance across a wide range of domains. However, researchers have not yet applied these models to learn expert models for educationally relevant tasks, such as those taught within tutoring systems and educational games. In this paper we explore…
Descriptors: Models, Learning Activities, Relevance (Education), Reinforcement
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Ferguson, Sarah; Sutphin, Latanya – Journal of Educational Technology Systems, 2022
Risk-free micro-teaching affords an opportunity for pre-service teachers (PTs) to practice teaching and student engagement techniques outside of a traditional classroom setting. More time to practice teaching is often an expressed desire of PTs. Orchestrating time to practice teaching techniques learned in pedagogy courses is a difficult…
Descriptors: Career Readiness, Technology Uses in Education, Microteaching, Risk
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