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Bradley John Davis – ProQuest LLC, 2021
How do preservice teachers with low and high teacher self-efficacy respond when instructing a simulated classroom with challenging behaviors? This research study identified the responses of four preservice teachers as well as examined their teacher self-efficacy and teacher anxiety measures following their participation using Teach Liveā¢, an…
Descriptors: Behavior Problems, Computer Simulation, Anxiety, Psychological Patterns
Ye, Xindong; Liu, Peng-Fei; Lee, Xiao-Zhi; Zhang, Yi-Quan; Chiu, Chuang-Kai – Interactive Learning Environments, 2021
Training teachers to manage their instruction and the class is known to be important and challenging. In traditional teacher training programmes, micro-teaching is frequently adopted; however, its effectiveness could be limited if the learners do not have good opportunities to immerse themselves in and interact in the learning contexts. Virtual…
Descriptors: Classroom Techniques, Student Behavior, Behavior Problems, Preservice Teachers
Ciara Molloy; Rachel Farrell – Computers in the Schools, 2024
This is a small-scale qualitative participatory research study conducted in two large primary schools in Ireland with classes for autistic students. The paper reports how a menu of immersive technology learning experiences was thoughtfully designed and employed with autistic children who were communicating through their behavior an aversion to the…
Descriptors: Foreign Countries, Elementary School Students, Autism Spectrum Disorders, Students with Disabilities
Fokides, Emmanuel; Chronopoulou, Maria-Ioanna; Kaimara, Polyxeni – Research and Practice in Technology Enhanced Learning, 2019
The study presents the results of a comparative study in which videos and a 3D virtual environment were used for teaching school-related functional skills to students with ADHD or developmental dyslexia, displaying challenging behaviors. The participating students (sixteen 8 to 9 years old) were divided into two groups. To the first, videos were…
Descriptors: Technology Uses in Education, Video Technology, Computer Simulation, Skill Development
Hughes, Janette; Maas, Melanie – LEARNing Landscapes, 2017
In this article, we share an ethnographic case study of how we worked with a small group of marginalized grades 6, 7, and 8 students to both explore and create augmented reality (AR) to produce a class cookbook. We discuss how using AR helped students develop digital literacies skills and 21st century competencies, while at the same time,…
Descriptors: 21st Century Skills, Grade 6, Grade 7, Grade 8
Elford, Martha Denton – ProQuest LLC, 2013
This study analyzes the effects of real-time feedback on teacher behavior in an augmented reality simulation environment. Real-time feedback prompts teachers to deliver behavior-specific praise to students in the TeachLivE KU Lab as an evidence-based practice known to decrease disruptive behavior in inclusive classrooms. All educators face the…
Descriptors: Secondary School Teachers, Secondary School Students, Student Behavior, Behavior Problems