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Watson, Sandy White; Dubrovskiy, Anton V.; Peters, Michelle L. – Chemistry Education Research and Practice, 2020
The purpose of this quasi-experimental non-equivalent pretest posttest control group research was to determine whether or not the use of a collaborative pH computer simulation has an impact on the knowledge, confidence, and conceptual understanding of fundamental pH concepts for undergraduate Chemistry II students. A purposeful sample of 59…
Descriptors: Chemistry, Science Instruction, Comparative Analysis, Undergraduate Students
Paiva, Victor T. C.; Parma, Eduardo; Buffon, Regina – Journal of Chemical Education, 2020
For the past 10 years, the Virtual Tournament of Chemistry, TVQ, has been held in Brazil, engaging high school students with challenging questions that require cooperation, effort, and a literature search, while exploring the advantages of the Internet as a tool for self-instruction. The tournament has worked both as a way of narrowing the gap…
Descriptors: High School Students, Grade 10, Independent Study, Internet
Lee, Carole K.; Shea, Marilyn – Journal of Research on Technology in Education, 2020
This research was conducted on two groups of pre-service elementary teachers (PSETs) (N = 38) in a pre/post within-subjects design. Participants were asked to critique, create, and evaluate the use of virtual reality (VR) classroom applications during a three-stage intervention. Pre/post questionnaires assessed the change in attitudes toward using…
Descriptors: Computer Simulation, Preservice Teachers, Elementary Schools, Science Instruction
Siegler, Robert S.; Im, Soo-hyun; Schiller, Lauren K.; Tian, Jing; Braithwaite, David W. – Grantee Submission, 2020
Children's failure to reason often leads to their mathematical performance being shaped by spurious associations from problem input and overgeneralization of inapplicable procedures rather than by whether answers and procedures make sense. In particular, imbalanced distributions of problems, particularly in textbooks, lead children to create…
Descriptors: Logical Thinking, Arithmetic, Numbers, Fractions
Plutino, Alessia; Cervi-Wilson, Tiziana; Brick, Billy – Research-publishing.net, 2020
This paper reports on the rationale for the implementation of a pilot project using a scenario-based Virtual Reality (VR) resource, originally developed by Health Sciences at Coventry University and now being repurposed for Italian language learning as a collaborative project with Modern Languages and Linguistics at the University of Southampton.…
Descriptors: Computer Simulation, Health Sciences, Italian, Second Language Learning
Quaid, Ethan Douglas; Pack, Austin; Barrett, Alex James; Zhou, Litong – Research-publishing.net, 2020
This short paper reports the findings of a study exploring English for Academic Purposes (EAP) students' behavioral intention to use a high-immersion Virtual Reality (VR) system for learning paragraph structure. The study measured relationships between variables that may lead to learners' intention to use the high-immersion VR Reality system…
Descriptors: English for Academic Purposes, Computer Simulation, Student Attitudes, Intention
James P. Miller – ProQuest LLC, 2020
Simulation-based medical education (SBME) is a proven instructional method for increasing knowledge gains in medical learners. However, it is difficulty to implement because of cost, technical considerations, and issues of accessibility. This experimental, mixed-methods study of senior-level nursing students sought to understand what impact an…
Descriptors: Computer Simulation, Medical Education, Technology Uses in Education, Nursing Students
Kenneth Holstein; Erik Harpstead; Rebecca Gulotta; Jodi Forlizzi – Grantee Submission, 2020
As we design increasingly complex systems, we run up against fundamental limitations of human imagination. To support practice, it becomes essential to use authentic data and algorithms as design materials to augment designers' intuitions. Recent work has explored some dimensions of using data as a design material, suggesting the contours of a new…
Descriptors: Computer Simulation, Elementary Secondary Education, Educational Games, Computer Games
Kruk, Mariusz – Australian Review of Applied Linguistics, 2021
The paper presents the results of a study that aimed to investigate fluctuations in the levels of boredom in the virtual world of "Second Life" (SL) and factors accounting for such changes as reported by a single student of English philology. The participant took part in 15 sessions over the period of one summer semester. The learner was…
Descriptors: Psychological Patterns, Student Interests, Student Motivation, Academic Persistence
Yildirim, Ismet; Seckin Kapucu, Munise – Journal of Education in Science, Environment and Health, 2021
The role of technology literacy in education, which is one of the 21st century skills that students should have, is very important. This study examines the effect of augmented reality (AR) applications, which is a new technology, on students' academic achievement and the level of recalling the learned knowledge. In this study, quasi-experimental…
Descriptors: Computer Simulation, Grade 6, Science Education, Science Achievement
Ulrich, Frank; Helms, Niels Henrik; Frandsen, Uffe Poulsgaard; Rafn, Anne Vollen – Interactive Learning Environments, 2021
Recent advances in virtual reality (VR) technologies provide new opportunities for e-learning by giving the students an increased sense of presence. One of the VR technologies recently introduced to the public is (360-degree) 360° video. Despite its limited empirical backing as an effective educational tool, this emerging technology could prove…
Descriptors: Instructional Effectiveness, Video Technology, Technology Uses in Education, Electronic Learning
Thorne, Steven L.; Hellermann, John; Jakonen, Teppo – Modern Language Journal, 2021
Integrating concepts and techniques from ethnomethodology and sociomaterialism, this article investigates the observable material processes involving human action and place-based contexts of language use enabled by locative media. The focal pedagogical intervention utilized mobile augmented reality (AR) activities, the development of which was…
Descriptors: Second Language Learning, Second Language Instruction, Video Technology, Place Based Education
Mohebi, Laila; Meda, Lawrence – Early Childhood Education Journal, 2021
The global pandemic of COVID-19 forced trainee teachers from the United Arab Emirates to have virtual field experiences in the field of early childhood education. The various stakeholders, young children, families, preservice teachers, and university faculty hold different perceptions of online teaching formats. The purpose of this study was to…
Descriptors: Preservice Teachers, Student Attitudes, Online Courses, Field Experience Programs
Seckin Kapucu, Munise; Yurtseven Avci, Zeynep; Sural, Irfan – Turkish Online Journal of Distance Education, 2021
This study aims to examine experiences of science teachers in the training process they attended for innovative technology applications. Case study method, one of the qualitative research methods, was used for study design. 35 science teachers, who work in public schools affiliated to Ministry of National Education in seven regions of Turkey have…
Descriptors: Material Development, Instructional Materials, Science Instruction, Instructional Effectiveness
Shurr, Jordan; Bouck, Emily C.; Bassette, Laura; Park, Jiyoon – Focus on Autism and Other Developmental Disabilities, 2021
Basic mathematic skills at the early age are foundational for later learning. Many students with autism spectrum disorder (ASD) struggle in academic learning without sufficient support. Research in the area of concrete manipulatives--tangible representations of abstract concepts--has been found effective. In addition, promising research has…
Descriptors: Manipulative Materials, Mathematics Skills, Mathematics Instruction, Instructional Effectiveness

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