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Ament, Caitlin Marie; Graham, Theodore J. – Science Teacher, 2017
This article presents a unit of study in which students examine skeletons and draw conclusions from the evidence they find in a simulated mass grave. The activity involves the foundation of forensic anthropology--interpreting the structure of skeletal remains to determine sex, age, height, and possible cause of death. Working through a series of…
Descriptors: Science Instruction, Teaching Methods, Anthropology, Evidence
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Susan L. Stansberry; Scott M. Haselwood – International Journal of Designs for Learning, 2017
This design case includes the challenges, considerations, and decisions associated with the design, development, and delivery of a master's level educational technology course on teaching and learning with games and simulations. A master's level course, Digital Games and Simulations in the Classroom, faced redesign in order to add a gamification…
Descriptors: Game Based Learning, Teaching Methods, Simulation, Curriculum Development
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Frazier, Erin; Lege, Ryan; Bonner, Euan – Teaching English with Technology, 2021
Virtual Reality (VR) is a valuable tool for learning, however, there is a lack of education-focused content for language learning needs. This article introduces the "VR Application Analysis Framework" (Lege, Bonner, Frazier, & Pascucci, 2020) to assist educators in scaffolding existing commercial off-the-shelf (COTS) applications for…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Second Language Learning
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Naujoks, Daniel – Journal of Political Science Education, 2021
This essay introduces and analyzes a one-class role-play simulation during which students engage in stakeholder negotiations on how to respond to a large flow of refugees between two fictional African countries. Participants acquire an in-depth knowledge of arguments regarding granting and restricting refugees' freedom of movement and civil and…
Descriptors: Refugees, Emergency Shelters, International Relations, Teaching Methods
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González-Lloret, Marta – Language Learning & Technology, 2021
In order to develop pragmatic competence in a language other than our own (L2), it is important to have enough knowledge of the cultural norms of the target language and enough opportunities to interact with a wide range of speakers to deploy different speech acts, registers, levels of politeness, conversational moves, and the like. The…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, Computer Assisted Instruction
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Fuhrman, Orly; Eckerling, Anabel; Friedmann, Naama; Tarrasch, Ricardo; Raz, Gal – Journal of Computer Assisted Learning, 2021
A challenging aspect of foreign language acquisition is learning new vocabulary. Research has demonstrated the benefits of motor action to vocabulary learning, though these findings are rarely translated into teaching and learning practices. In this work, we present a novel paradigm for vocabulary learning in a virtual reality environment,…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Recall (Psychology)
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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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Voth Schrag, Rachel J.; Mitschke, Diane; Orwig, Tracy; Kunkel, Laura – Journal of Teaching in Social Work, 2021
Interprofessional education (IPE) aims to introduce students to the importance of team-based decision making. This article presents evaluation data from an IPE poverty simulation event. The goals of the project were to increase students' understanding of the barriers faced by families in poverty, and to increase students' confidence when working…
Descriptors: Teamwork, Participative Decision Making, Interprofessional Relationship, Social Work
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Jocius, Robin; O'Byrne, Ian; Blanton, Melanie; Albert, Jennifer; Joshi, Deepti; Robinson, Richard; Andrews, Ashley – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2021
This article describes the Infusing Computing project, a 4-year study designed to support middle and high school teachers in infusing computational thinking (CT) into their disciplinary teaching. Due to the COVID-19 pandemic, weeklong workshops held in summer 2020 were shifted to a virtual format and utilized emerging technology tools, synchronous…
Descriptors: Computer Literacy, Faculty Development, Pandemics, COVID-19
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Taslidere, Erdal – Participatory Educational Research, 2021
The purpose of this study was to investigate both the individual and relative effectiveness of two conceptual change interventions, gender and their interactions on preservice science teachers' conceptual understanding and their misconceptions in mechanical waves. The interventions are conceptual change texts enriched with concept cartoons (CCTCC)…
Descriptors: Cartoons, Worksheets, Instructional Materials, Instructional Effectiveness
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Nikolic, Sasha; Ros, Montserrat; Jovanovic, Kosta; Stanisavljevic, Zarko – European Journal of Engineering Education, 2021
The laboratory is an integral component of engineering education, resulting in a multitude of studies. Generally, the research focus is on the laboratory innovation, rather than learning itself. It is observed that empirical evidence is strongly built around student perceptions of their learning or experience via survey instruments; and in some…
Descriptors: Engineering Education, Distance Education, Teaching Methods, Student Attitudes
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Tavares, Rita; Marques Vieira, Rui; Pedro, Luís – Education Sciences, 2021
This paper reports research work related to a wider study, aimed at developing a mobile app for Science Education in primary-school. Several studies reveal that Science Education can be improved by using technology, namely educational software. However, to promote a structured use of technology, innovative learning approaches must be designed for…
Descriptors: Science Education, Educational Technology, Telecommunications, Handheld Devices
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Shahrokni, Seyed Abdollah – TESL-EJ, 2021
This ethnographic case study aims to examine second language socialization (SLS) in a massively multiplayer online game (MMOG) called Stronghold Kingdoms (SK). To explore the affordances of this community for SLS, the social dynamics in a Faction community during 4 life-time periods, namely, war, post-war peace and life in exile, end of the world,…
Descriptors: Ethnography, Computer Games, Second Language Learning, Second Language Instruction
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Cherner, Todd; Halpin, Peter – Journal of Interactive Learning Research, 2021
Virtual reality (VR) is an emerging technology that is gaining traction in K12 education. Whereas well-designed and engaging VR experiences may be considered educational, teacher educators with content-area expertise are uniquely positioned to analyze the actual content provided by those experiences when determining VR's educational value.…
Descriptors: Content Analysis, Computer Software, Computer Simulation, Preservice Teachers
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Gustave Weltsek – International Journal of Designs for Learning, 2021
Z402 Youth Theatre Tour was designed from a critical performative pedagogical positioning (Weltsek, 2019). Here learning emerges from how individuals and communities perform their emergent identities as they cross literal and metaphorical socio-cultural borders. Z402 resulted in a 100% student created new play, parallel workshop, and study guide.…
Descriptors: Pandemics, COVID-19, Theater Arts, Self Concept
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