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Poronnik, Philip; Sellwood, Matthew J. – Biochemistry and Molecular Biology Education, 2020
This brief review explores the ever-increasing role that technological affordances may play in the 21C biochemistry and molecular biology curriculum. We consider the need to develop digital and creative fluencies in our students and the importance of creativity and visualization in learning science. The potential of virtual reality (VR) platforms…
Descriptors: Science Instruction, Biochemistry, Molecular Biology, Educational Technology
Drewelow, Isabelle; Finney, Sara – Language Learning Journal, 2020
This article reports on using a strategy-based simulation designed to engage intermediate Spanish learners with issues of drug trafficking and violence at the US-Mexico border as an avenue to cultivate an empathetic frame of mind and global perspectives. Using self-reported responses on pre- and post-reflections as well as face-to-face and digital…
Descriptors: Cultural Awareness, Empathy, Simulation, Spanish
Zhao, Jian; Lin, Lijia; Sun, Jiangshan; Liao, Yuan – Asia-Pacific Education Researcher, 2020
According to the current literature, it is unknown whether summarizing can enhance learning and engagement in an immersive environment. To fill this gap, we conducted an experimental study to investigate the potential effects of using summarizing strategy in an immersive virtual reality learning environment on comprehension, cognitive load, and…
Descriptors: Learner Engagement, Computer Simulation, Reading Comprehension, Cognitive Processes
Doleman, Brett; Freeman, Suzanne C.; Lund, Jonathan N.; Williams, John P.; Sutton, Alex J. – Research Synthesis Methods, 2020
This study aimed to determine for continuous outcomes dependent on baseline risk, whether funnel plot asymmetry may be due to statistical artefact rather than publication bias and evaluate a novel test to resolve this. Firstly, we conducted assessment for publication bias in nine meta-analyses of postoperative analgesics (344 trials with 25 348…
Descriptors: Outcomes of Treatment, Risk, Publications, Bias
Pipattanasuk, Theeraphant; Songsriwittaya, Alisa – International Journal of Instruction, 2020
The purposes for this research were to design and develop an instructional model using augmented reality technology for vocational certificate students, then evaluate the efficiency of the model, and finally evaluate the samples' satisfaction toward the model. The sample group were thirty third-year students from a vocational college in the…
Descriptors: Computer Simulation, Educational Technology, Vocational Education, Teaching Methods
Kamal Basha, Norazlyn; Sweeney, Jillian C.; Soutar, Geoffrey Norman – International Journal of Educational Management, 2020
Purpose: In recent times, many universities have been pressured to become heavily involved in university branding. The purpose of this paper is to investigate students' perceptions of different international universities (brands) in terms of important university attributes, including the country in which the university's main campus is located and…
Descriptors: College Students, Preferences, International Schools, Universities
Han, Insook – British Journal of Educational Technology, 2020
The purpose of this study was to investigate the influence of immersive virtual field trips (VFTs) with head-mounted displays (HMDs) on the presence and perceived learning. A mixed-method approach was used to obtain an overall understanding of students' experiences with this immersive technology in an elementary classroom. Both quantitative and…
Descriptors: Field Trips, Computer Simulation, Program Effectiveness, Elementary School Students
Sanii, Babak – Journal of Chemical Education, 2020
Augmented reality (AR) is a means of superimposing artificial 3D objects over the real world via a mobile device. An AR standard file format has been recently implemented on mobile devices that current students commonly own. Here we describe three relatively nontechnical methods to produce 3D AR objects for chemistry courses and demonstrate their…
Descriptors: Computer Simulation, Computer Peripherals, Handheld Devices, Visualization
Probst, Charlotte; Vu, Tuong Manh; Epstein, Joshua M.; Nielsen, Alexandra E.; Buckley, Charlotte; Brennan, Alan; Rehm, Jürgen; Purshouse, Robin C. – Health Education & Behavior, 2020
Background: By defining what is "normal," appropriate, expected, and unacceptable, social norms shape human behavior. However, the individual-level mechanisms through which social norms impact population-level trends in health-relevant behaviors are not well understood. Aims: To test the ability of social norms mechanisms to predict…
Descriptors: Drinking, Simulation, Social Behavior, Behavior Standards
Seay, Darolyn; Ingram, Robert – Educational Research: Theory and Practice, 2020
This conference proceeding paper regarding the presentation made at the NRMERA 2019 conference focused on the purpose to develop candidates who possess dispositions so that they will be successful in the classroom. This presentation included a mock panel interview including four undergraduate teacher candidates as the participants along with two…
Descriptors: Preservice Teachers, Employment Interviews, Teacher Education, Simulation
Susanti, Yuni; Tokunaga, Takenobu; Nishikawa, Hitoshi – Research and Practice in Technology Enhanced Learning, 2020
The present study focuses on the integration of an automatic question generation (AQG) system and a computerised adaptive test (CAT). We conducted two experiments. In the first experiment, we administered sets of questions to English learners to gather their responses. We further used their responses in the second experiment, which is a…
Descriptors: Computer Assisted Testing, Test Items, Simulation, English Language Learners
Southgate, Erica – Routledge, Taylor & Francis Group, 2020
"Virtual Reality in Curriculum and Pedagogy" explores the instructional, ethical, practical, and technical issues related to the integration of immersive virtual reality (VR) in school classrooms. The book's original pedagogical framework is informed by qualitative and quantitative data collected from the first-ever study to embed…
Descriptors: Computer Simulation, Technology Integration, Secondary Education, Secondary School Science
Chun Wang; Ping Chen; Shengyu Jiang – Journal of Educational Measurement, 2020
Many large-scale educational surveys have moved from linear form design to multistage testing (MST) design. One advantage of MST is that it can provide more accurate latent trait [theta] estimates using fewer items than required by linear tests. However, MST generates incomplete response data by design; hence, questions remain as to how to…
Descriptors: Test Construction, Test Items, Adaptive Testing, Maximum Likelihood Statistics
Álvaro Antón-Sancho; Diego Vergara; Pablo Fernández-Arias – Smart Learning Environments, 2024
Virtual Reality (VR) is a computer-generated environment with noteworthy didactic applications in different educational levels and areas of knowledge. The study of the perceptions of the agents involved about the use of VR in lectures is a fruitful line of research because it has implications in terms of the measures to be taken to improve the…
Descriptors: Computer Simulation, College Faculty, Social Sciences, Engineering
Rusen Meylani – International Journal of Research in Education and Science, 2024
This review explores the integration and effects of the Internet of Things (IoT) in education, highlighting its importance in transforming traditional teaching and learning techniques. It examines the early uses and historical growth of IoT, its development, and the turning points in its adoption. It explores IoT platforms, tools, and technologies…
Descriptors: Internet, Equipment, Educational Environment, Technology Uses in Education

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