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Wildan, Ardan; Cheong, Brandon Huey-Ping; Xiao, Kevin; Liew, Oi Wah; Ng, Tuck Wah – Journal of Biological Education, 2020
The provision of hands-on wet lab training for students to perform micro-organism proliferation experiments is useful for experiential skills development. However, the risk of laboratory-acquired infections arising from inadvertent ingestion, inhalation or skin penetration of these micro-organisms presents a safety concern. To obviate this risk,…
Descriptors: Science Instruction, Hands on Science, Biology, Computer Simulation
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Shadiev, Rustam; Xueying, Wang; Huang, Yueh Min – International Review of Research in Open and Distributed Learning, 2020
Virtual reality (VR) technology makes it possible to create an authentic virtual environment that benefits immersive learning. We designed an intercultural learning activity and applied VR technology to support it. Then, we investigated students' perceptions of the learning activity, VR technology, and intercultural competence (IC) development…
Descriptors: Computer Simulation, Learning Activities, Technology Integration, Foreign Countries
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Benhadi-Marín, Jacinto; Pereira, José Alberto; Sousa, José Paulo; Santos, Sónia A. P. – Journal of Biological Education, 2020
Individual based models (IBMs) are up-to-date tools both in research and educational areas. Here we introduce an IBM built on NetLogo platform that simulates a top-down trophic cascade controlled by the pressure exerted by two model predators (web-building spiders and ground runner spiders) on a model pest (the olive fruit fly) within a…
Descriptors: Biology, Models, Science Instruction, Teaching Methods
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Zhang, Mu-Hua; Su, Chien-Yuan; Li, Yan; Li, Yan-Yan – Australasian Journal of Educational Technology, 2020
Recently, virtual and remote labs (VRLs) have been developed to support students in conducting experiments in engineering and science education. However, little is known about the students' intentions to continue using VRLs and their satisfaction with the experience. This study proposed an extended model embedded within the expectation…
Descriptors: Foreign Countries, Science Laboratories, Intention, College Students
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Winkelmann, Zachary; Eberman, Lindsey E. – Athletic Training Education Journal, 2020
Context: Telemedicine is the practice of providing diagnostic consultations and therapeutic interventions to patients at a distance using some form of technology. Typically, health care students do not have the opportunity to practice telemedicine. Objective: To investigate athletic training students' ability to transfer telemedicine skills…
Descriptors: Health Services, Computer Mediated Communication, Patients, Computer Simulation
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Ojo, Oluwasegun Matthew; Owolabi, Olabode Thomas – European Journal of Educational Sciences, 2020
The study investigated the relative effects of two activity-based instructional strategies on students' attitude towards Physics practical in secondary schools. The study adopted the quasi-experimental design of pretest, post-test and control group. The sample for the study comprised 74 Senior Secondary two (SS II) Physics students who were…
Descriptors: Foreign Countries, Teaching Methods, Learning Activities, Secondary School Students
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Baragash, Reem Sulaiman; Al-Samarraie, Hosam; Alzahrani, Ahmed Ibrahim; Alfarraj, Osama – European Journal of Special Needs Education, 2020
There is a growing interest in using augmented reality (AR) applications to support individuals with special needs, such as intellectual disabilities, autism spectrum disorder, attention deficit hyperactivity disorder, and physical disabilities. The purpose of this study is to further examine the effectiveness of AR applications in improving the…
Descriptors: Computer Simulation, Special Education, Educational Research, Research Design
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Shebane, Treasure Lindokuhle; Dehinbo, Johnson – Journal of Computers in Mathematics and Science Teaching, 2020
Virtual Reality (VR) is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment. Users interact with VR applications through on-screen toggles or with optional additional devices such as controllers, keyboard and mouse. However, when it comes…
Descriptors: Computer Simulation, Mathematics Instruction, Technology Integration, Academic Failure
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Purcell, Catherine; Romijn, Amy R. – Journal of Education and Educational Development, 2020
The importance of road safety education is widely acknowledged; however, there is a lack of consistency in road safety interventions currently being used in UK schools. Furthermore, the majority of road safety educational programmes use knowledge-based methods, which do not necessarily translate to improved behaviour in real traffic environments.…
Descriptors: Safety Education, Child Safety, Traffic Safety, Foreign Countries
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Wang, Dan; Khambari, Mas Nida Md. – Malaysian Online Journal of Educational Technology, 2020
In recent years, the application of augmented reality (AR) technology has been explored in numerous disciplines. This research focused on English sentence learning and utilized the activity theory as the basis to structure a game-based AR learning model (GBARLM). The aim of the investigation was to describe the model and explore the following…
Descriptors: Game Based Learning, Computer Simulation, English Instruction, Sentences
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Lan, Yu-Ju – Language Learning & Technology, 2020
Virtual reality (VR) is not only attracting the attention of the information and computer technology (ICT) industry (Shirer & Torchia, 2017), especially in the production of consumer VR hardware, but also that of educators. One of the important features of VR is immersion, which enhances the situated experience of users. The sensation of being…
Descriptors: Foreign Countries, Second Language Learning, Electronic Learning, Computer Simulation
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Huang, Chiao Ling; Luo, Yi Fang; Yang, Shu Ching; Lu, Chia Mei; Chen, An-Sing – Journal of Educational Computing Research, 2020
The purpose of this study was to investigate the relationship among Taiwanese high school students' learning style, sense of presence, cognitive load, and affective and cognitive learning outcomes in an immersive virtual reality-based learning environment. This study used a teaching experiment intervention method. Seventy-seven students…
Descriptors: Cognitive Style, Difficulty Level, Outcomes of Education, Virtual Classrooms
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Chen, Min-Bin; Wang, Siou-Ge; Chen, You-Ning; Chen, Xiao-Fang; Lin, Yi-Zhen – Education Sciences, 2020
Learning is mainly based on the students' mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Computer Oriented Programs
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Cahyono, Adi Nur; Sukestiyarno, Yohanes Leonardus; Asikin, Mohammad; Miftahudin; Ahsan, Muhammadi Ghozian Kafi; Ludwig, Matthias – Journal on Mathematics Education, 2020
The aim of this study is to investigate how an augmented reality mobile math trails program can provide opportunities for students to engage in meaningful mathematical modelling activities. An explorative research design was conducted involving two mathematics teachers and 30 eight grades in Semarang, Indonesia. An Augmented Reality Mobile Math…
Descriptors: Mathematics Instruction, Teaching Methods, Mathematical Models, Educational Technology
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Eguz, Sule – Cypriot Journal of Educational Sciences, 2020
Virtual museum applications allowed individuals to access the museums that are located in distant areas and those who could not visit due to various reasons independent of time and space. The aim of this study was to determine the utilisation of virtual museum applications in life science courses based on the views of classroom teachers and the…
Descriptors: Museums, Computer Simulation, Science Education, Computer Software
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