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Qianfu Luo; Chenyu Shi; Zhaoxia Wang; Meng Chen; Da-Hui Qu – Journal of Chemical Education, 2022
Given the importance of self-healing polymers for chemistry education, herein, we introduce our latest research results in self-healing materials based on thioctic acid into undergraduate chemistry laboratory. In this experiment, a natural small molecule, thioctic acid (TA), and a few other commercially-available reagents have been used to make a…
Descriptors: Chemistry, Plastics, Undergraduate Study, College Science
Annette Kaye Stelter – ProQuest LLC, 2022
This study explores allied health undergraduate students' experiences learning human anatomy through Augmented Reality (AR) technology compared to other modalities in a private university. The research used multivariate analysis to measure and understand the impact of AR on the learning of human anatomy by undergraduate allied health students,…
Descriptors: Laboratory Procedures, Allied Health Occupations Education, Undergraduate Students, Human Body
Rebecca Ozelie; Shiori Domenighetti; Amanda Sugar; Samantha Conrad – Journal of Occupational Therapy Education, 2022
Fieldwork education is an essential component of occupational therapy (OT) curriculum; yet national shortages and the COVID-19 pandemic have affected fieldwork availability. To combat the shortage, some academic programs implemented simulation-based Level I fieldwork experiences. The objective of this research study was to compare the perceived…
Descriptors: COVID-19, Pandemics, Student Attitudes, Computer Simulation
Ke, Fengfeng; Xu, Xinhao – British Journal of Educational Technology, 2020
This study examined participatory simulation-based learning of teaching in a virtual reality (VR) supported learning environment and its affordance for alternative perspectives taking. This VR-supported, embodiment-integrated learning environment is designed to enable collaborative and contextualized microteaching practicing by university teaching…
Descriptors: Computer Simulation, Technology Integration, Perspective Taking, Simulated Environment
Kim, Kevin Gonyop; Oertel, Catharine; Dobricki, Martin; Olsen, Jennifer K.; Coppi, Alessia E.; Cattaneo, Alberto; Dillenbourg, Pierre – British Journal of Educational Technology, 2020
Immersive virtual reality (IVR) offers possibilities of creating a learner-centric environment that can provide more presence and engagement for students leading to an enhanced learning experience compared to conventional classroom practices. However, the potential of IVR in vocational education and training (VET) has not yet been explored…
Descriptors: Computer Simulation, Electronic Learning, Vocational Education, Apprenticeships
Ferdig, Richard E.; Kosko, Karl W. – TechTrends: Linking Research and Practice to Improve Learning, 2020
Although it is a relatively new innovation, 360 videos have gained commercial and public popularity. Given their novelty, there is a relative dearth of studies on their effectiveness. Most of the existing research is published as technical articles dealing with standards and specifications, as theoretical pieces promoting the potential value, or…
Descriptors: Video Technology, Instructional Effectiveness, Elementary School Mathematics, Mathematics Teachers
Moorman-Li, Robin; Egelund, Eric F.; Reid, Jessica; Motycka, Carol A.; Coyne, Ashlan Kunz; Jakab, Eric; Stultz, Kimberly; Buring, Shauna; Miller, Stacy – Journal of Curriculum and Teaching, 2020
The response to COVID-19 created a need to evaluate options and develop innovative solutions to assure students progressed towards graduation. Creating both a Community Pharmacy APPE Test-Out Option and a Virtual Community Pharmacy APPE was a positive experience which provided a vital resource for students who were unable to complete the…
Descriptors: Computer Simulation, Pharmaceutical Education, Experiential Learning, COVID-19
Muniady, Vicneas; Mohamad Ali, Ahmad Zamzuri – International Journal of Instruction, 2020
Virtual agents are animated life-like characters generally used in virtual learning environments to facilitate learning tasks. With virtual agent, students can hold meaningful interactions throughout the learning process for more effective cognition. Hence, the effectiveness of virtual agent in term of promoting positive emotions is very much…
Descriptors: Multimedia Instruction, Computer Simulation, Electronic Learning, Realism
Azita, Manouchehri; Ayse, Ozturk; Azin, Sanjari – Mathematics Teacher: Learning and Teaching PK-12, 2020
In this article we illustrate how one teacher used PhET cannonball simulation as an instructional tool to improve students' algebraic reasoning in a fifth grade classroom. Three instructional phases effective to implementation of simulation included: Free play, Structured inquiry and, Synthesizing ideas.
Descriptors: Algebra, Logical Thinking, Grade 5, Elementary School Mathematics
Potter, John; Cowan, Kate – Global Studies of Childhood, 2020
This article takes as its starting point a recognition of play as meaning-making, and the playground as a rich and dynamic 'meaning-makerspace' where children draw moment-to-moment, rapidly and readily on the multiple resources available to them to make signs of their interest evident. These resources are drawn from their own lifeworlds, folkloric…
Descriptors: Play, Playgrounds, Elementary School Students, Video Games
Dere, H. Ebru; Kalelioglu, Filiz – Informatics in Education, 2020
The purpose of this study is to investigate the effects of applications created using a web-based 3D design environment on the spatial visualisation and mental rotation abilities of secondary school students. A total of 63 school students from the sixth grade participated in the study. The researchers applied a mixed research method including both…
Descriptors: Spatial Ability, Visualization, Geometric Concepts, Depth Perception
Wainman, Bruce; Pukas, Giancarlo; Wolak, Liliana; Mohanraj, Sylvia; Lamb, Jason; Norman, Geoffrey R. – Anatomical Sciences Education, 2020
Anatomy education has been revolutionized through digital media, resulting in major advances in realism, portability, scalability, and user satisfaction. However, while such approaches may well be more portable, realistic, or satisfying than traditional photographic presentations, it is less clear that they have any superiority in terms of student…
Descriptors: Computer Simulation, Depth Perception, Medical Education, Anatomy
Pellas, Nikolaos; Kazanidis, Ioannis; Palaigeorgiou, George – Education and Information Technologies, 2020
Various studies have widely utilized mixed reality (MR) in primary and secondary (K-12) education. Nevertheless, there has been relatively no explicit focus on a substantial amount of studies that are reviewed systematically in order to present and suggest the educational benefits of MR technology for the development of learning environments. The…
Descriptors: Literature Reviews, Educational Environment, Computer Simulation, Blended Learning
Chen, Julian ChengChiang – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2020
Unique affordances of 3D multi-user virtual environments (e.g., immersive simulation, avatar tele/copresence) have attracted language teachers and researchers to explore the effects of Second Life (SL) on learners' language outcomes and perceptions. Research on such a synergy of language education and virtual learning has suggested learners'…
Descriptors: Virtual Classrooms, Resilience (Psychology), Professional Development, Action Research
Bouck, Emily C.; Park, Jiyoon; Cwiakala, Katie; Whorley, Abbie – Journal of Behavioral Education, 2020
Fractions are an important mathematical concept for both more advanced mathematical concepts and daily living activities (e.g., cooking) and thus are important for all students to learn. In this study, researchers explored the use of the virtual-abstract (VA) instructional sequence to teach three middle school students with disabilities three…
Descriptors: Fractions, Mathematics Instruction, Teaching Methods, Computer Simulation