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Diana Angélica Parra Pérez; Jennyfer Paola Camargo Cely; María Catalina Caro Torres; Miguel Eduardo Uribe Moreno – Journal of Educators Online, 2025
This paper is a quantitative study about learners' engagement and self-efficacy within a Virtual Reality (VR) learning environment while studying vocabulary in English in a classroom implementing a Content and Language Integrated Learning (CLIL) approach. VR was used as a tool for students to learn and better understand specific concepts studied…
Descriptors: Computer Simulation, Learner Engagement, Self Efficacy, Content and Language Integrated Learning
Suijing Yang; Daniel Taylor-Griffiths; Fabienne van der Kleij; Pauline Taylor-Guy; Ralph Saubern – Australian Council for Educational Research, 2025
Many existing reviews of educational technologies focus on the affordances of specific types of technology rather than how different technologies can be designed and used to achieve specific teaching and learning objectives. Furthermore, there appears to be a widely held assumption that the use of educational technology will result in improved…
Descriptors: Teacher Empowerment, Educational Technology, Technology Uses in Education, Technology Integration
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Bosede Iyiade Edwards, Editor; Bruno Lot Tanko, Editor; Mustafa Klufallah, Editor; Hassan Abuhassna, Editor; Caleb Chidozie Chinedu, Editor – Lecture Notes in Educational Technology, 2025
This book explores the symbiotic relationship between human learning and machine learning, examining how emerging technologies and human-machine interfaces are reshaping the educational landscape. Organized into four sections with 20 chapters, it provides a multidisciplinary perspective on the dynamic intersection of these twin concepts. Bridging…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Learning
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Curt Bonk, Editor – Association for the Advancement of Computing in Education, 2025
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "eLearn 2025: World Conference on EdTech since 1996" took place in…
Descriptors: Educational Technology, Technology Integration, Artificial Intelligence, Second Language Instruction
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Alan, Burcu; Zengin, Fikriye Kirbag; Keçeci, Gonca – Journal of Baltic Science Education, 2019
In this research the effects of STEM applications, which are aimed to support the integrated teaching knowledge of pre-service science teachers on the problem solving skills of pre-service science teachers were examined. The research was carried out in scope of the mixed method design of convergent parallel design. The research was conducted with…
Descriptors: Preservice Teachers, Science Teachers, Problem Solving, STEM Education
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Akpinar, Sükran; Korkusuz, Mehmet Emin – Journal of Educational Technology and Online Learning, 2019
This study examined the influence of active learning method on students' achievements in and attitudes towards simple electric circuits within the scope of the course of physics. The active learning method allows students to structure the information themselves by doing and experiencing. The study was carried out with 28 students from the…
Descriptors: Active Learning, Science Instruction, Science Achievement, Student Attitudes
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Fatimah, Siti; Setiawan, Wawan; Junaeti, Enjun; Surur, Ahmad Syukron – Journal of Science Learning, 2019
Augmented Reality (AR) is an optical technology that combines virtual objects or worlds into real worlds like in real time and increases user perceptions and interactions with the real world. Information conveyed by virtual objects helps users carry out activities (tasks) in the real world. The convenience offered makes AR technology can be used…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Junior High School Students
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Dittrich, Dino; Leenders, Roger Th. A. J.; Mulder, Joris – Sociological Methods & Research, 2019
Currently available (classical) testing procedures for the network autocorrelation can only be used for falsifying a precise null hypothesis of no network effect. Classical methods can be neither used for quantifying evidence for the null nor for testing multiple hypotheses simultaneously. This article presents flexible Bayes factor testing…
Descriptors: Correlation, Bayesian Statistics, Networks, Evaluation Methods
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Sweeney, Thomas P.; Gray, Joey – American Journal of Distance Education, 2019
Changing education philosophies and technological advancement have altered the way educational content can be delivered to students. One format growing in popularity is virtual institutions which allow students to complete their secondary education completely online. While the format has been in existence for two decades, little information has…
Descriptors: High School Students, Physical Activities, Distance Education, Computer Simulation
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Matute-Vallejo, Jorge; Melero-Polo, Iguácel – Australasian Journal of Educational Technology, 2019
This study aimed to empirically predict the degree of acceptance of an online business simulation game in an educational context. To do so, this study proposed an extended technology acceptance model that includes variables such as perceived enjoyment and flow. In addition, the moderating role of students' personal innovativeness in the technology…
Descriptors: Foreign Countries, Undergraduate Students, Business Administration Education, Computer Games
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Vidal, Eric Cesar E., Jr.; Ty, Jayzon F.; Caluya, Nicko R.; Rodrigo, Ma. Mercedes T. – Interactive Learning Environments, 2019
We present Mobile Augmented-Reality Games for Instructional Support (MAGIS), a framework for the development of mobile augmented-reality (AR) games for education. The framework supports off-the-shelf, state-of-the-art technologies that enable AR tracking and rendering on consumer-level mobile devices, and integrates these technologies with…
Descriptors: Computer Simulation, Simulated Environment, Educational Games, Teaching Methods
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Magana, Alejandra J.; Elluri, Sindhura; Dasgupta, Chandan; Seah, Ying Ying; Madamanchi, Aasakiran; Boutin, Mireille – Journal of Science Education and Technology, 2019
In science and engineering education, the use of heuristics has been introduced as a way of understanding the world, and as a way to approach problem-solving and design. However, important consequences for the use of heuristics are that they do not always guarantee a correct solution. Learning by Design has been identified as a pedagogical…
Descriptors: Role, Computer Simulation, Learning Experience, Middle School Students
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Klinke, Sebastián; Rinaldi, Jimena; Goldbaum, Fernando A.; Suarez, Sebastián; Otero, Lisandro H. – Biochemistry and Molecular Biology Education, 2019
X-ray crystallography provides structural information of molecules at the atomic level, being a central technique at the forefront of science and technology. However, crystallography teaching is not usually implemented in biochemistry lab classes due to its complex execution by nonexpert users. Here, we report the basic step-by-step workflow…
Descriptors: Molecular Biology, Biochemistry, Science Laboratories, Laboratory Experiments
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Ward, Deborah M.; Esposito, M. C. Kate – Contemporary School Psychology, 2019
Adults with high-functioning autism spectrum disorder (HFASD) are understudied within the literature, especially within the context of employment. Extant data, though limited, suggests competitive integrated employment rates which are significantly lower than nuerotypical individuals. Researchers have suggested that one factor related to these low…
Descriptors: Computer Simulation, Adults, Autism, Pervasive Developmental Disorders
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Shackelford, Laura; David Huang, Wenhao; Craig, Alan; Merrill, Cameron; Chen, Danying – Educational Media International, 2019
Virtual reality (VR) and game-based learning strategies have rarely been investigated together with a keen focus on motivational processing. This lack of understanding on motivational support of VR game-based learning has hindered the design of such environments to effectively and efficiently support intended learning processes. The study revealed…
Descriptors: Computer Simulation, Learning Strategies, Educational Games, Learning Processes
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