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Taslidere, Erdal – Participatory Educational Research, 2021
The purpose of this study was to investigate both the individual and relative effectiveness of two conceptual change interventions, gender and their interactions on preservice science teachers' conceptual understanding and their misconceptions in mechanical waves. The interventions are conceptual change texts enriched with concept cartoons (CCTCC)…
Descriptors: Cartoons, Worksheets, Instructional Materials, Instructional Effectiveness
Haas, Ben; Kreis, Yves; Lavicza, Zsolt – International Journal for Technology in Mathematics Education, 2021
This paper reports on a case study of two elementary school students with mathematical learning disabilities (MLD) (ages 10 and 11) using augmented reality (AR), digital and physical modelling in mathematics class. MLD students worked on modelling geometric shapes (cubes, cuboids, squared pyramids, and octahedrons) and forms (polygons) by…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Elementary School Students
Nikolic, Sasha; Ros, Montserrat; Jovanovic, Kosta; Stanisavljevic, Zarko – European Journal of Engineering Education, 2021
The laboratory is an integral component of engineering education, resulting in a multitude of studies. Generally, the research focus is on the laboratory innovation, rather than learning itself. It is observed that empirical evidence is strongly built around student perceptions of their learning or experience via survey instruments; and in some…
Descriptors: Engineering Education, Distance Education, Teaching Methods, Student Attitudes
Tavares, Rita; Marques Vieira, Rui; Pedro, Luís – Education Sciences, 2021
This paper reports research work related to a wider study, aimed at developing a mobile app for Science Education in primary-school. Several studies reveal that Science Education can be improved by using technology, namely educational software. However, to promote a structured use of technology, innovative learning approaches must be designed for…
Descriptors: Science Education, Educational Technology, Telecommunications, Handheld Devices
Shahrokni, Seyed Abdollah – TESL-EJ, 2021
This ethnographic case study aims to examine second language socialization (SLS) in a massively multiplayer online game (MMOG) called Stronghold Kingdoms (SK). To explore the affordances of this community for SLS, the social dynamics in a Faction community during 4 life-time periods, namely, war, post-war peace and life in exile, end of the world,…
Descriptors: Ethnography, Computer Games, Second Language Learning, Second Language Instruction
Nye, Benjamin D.; Davis, Dan M.; Rizvi, Sanad Z.; Carr, Kayla; Swartout, William; Thacker, Raj; Shaw, Kenneth – Journal of Research on Technology in Education, 2021
One-on-one mentoring is effective for helping novices with career development. However, traditional mentoring scales poorly. To address this problem, MentorPal emulates conversations with a panel of virtual mentors based on recordings of real STEM professionals. Students freely ask questions as they might in a career fair, while machine learning…
Descriptors: Mentors, Career Exploration, Science Careers, Computer Simulation
Cherner, Todd; Halpin, Peter – Journal of Interactive Learning Research, 2021
Virtual reality (VR) is an emerging technology that is gaining traction in K12 education. Whereas well-designed and engaging VR experiences may be considered educational, teacher educators with content-area expertise are uniquely positioned to analyze the actual content provided by those experiences when determining VR's educational value.…
Descriptors: Content Analysis, Computer Software, Computer Simulation, Preservice Teachers
Fonseca, Paula; Julian, Kristi; Hulme, Wendi; Martins, Maria De Lurdes; Brautlacht, Regina – Research-publishing.net, 2021
New communication technologies are changing the way we work and communicate with people around the world. Given this reality, students in Higher Education (HE) worldwide need to develop knowledge in their area of study as well as attitudes and values that will enable them to be responsible and ethical global citizens in the workforce they will…
Descriptors: Interdisciplinary Approach, Course Descriptions, Cultural Pluralism, Computer Simulation
Gustave Weltsek – International Journal of Designs for Learning, 2021
Z402 Youth Theatre Tour was designed from a critical performative pedagogical positioning (Weltsek, 2019). Here learning emerges from how individuals and communities perform their emergent identities as they cross literal and metaphorical socio-cultural borders. Z402 resulted in a 100% student created new play, parallel workshop, and study guide.…
Descriptors: Pandemics, COVID-19, Theater Arts, Self Concept
Bailey, Chris – Literacy, 2016
Recent work around the use of virtual world video games in educational contexts has conceptualised literacies as communal processes, whilst considering complex notions of collaboration through participants' multiplicity of presence in hybrid virtual/physical locations. However, further research is necessary in order to help us understand how the…
Descriptors: Singing, Video Games, Interpersonal Relationship, Ethnography
Barmaki, Roghayeh; Hughes, Charles E. – Journal of Computer Assisted Learning, 2018
Interactive training environments typically include feedback mechanisms designed to help trainees improve their performance through either guided or self-reflection. In this context, trainees are candidate teachers who need to hone their social skills for their future classroom. We chose an interactive virtual training system as the basic research…
Descriptors: Feedback (Response), Computer Simulation, Nonverbal Communication, Preservice Teachers
Jaakkola, Tomi; Veermans, Koen – Instructional Science: An International Journal of the Learning Sciences, 2018
The present study investigates the effects that concreteness fading has on learning and transfer across three grade levels (4-6) in elementary school science education in comparison to learning with constantly concrete representations. 127 9- to 12-years-old elementary school students studied electric circuits in a computer-based simulation…
Descriptors: Elementary School Students, Elementary School Science, Science Education, Learning Processes
Blignaut, Seugnet; Ravyse, Werner S. – Journal of Educational Multimedia and Hypermedia, 2018
The authors systematically searched the internet for information on African Digital Games (ADGs). They then applied a lens of serious games where they defined serious games created to have an impact on the target audience, which is beyond the pure entertainment aspect. They found a wide variety of ADGs and grouped them according to two broad main…
Descriptors: Foreign Countries, Video Games, Internet, Cultural Influences
Noll, Jennifer; Clement, Kit; Dolor, Jason; Kirin, Dana; Petersen, Matthew – ZDM: The International Journal on Mathematics Education, 2018
Initial research has shown that simulating data from models created with computer software may enhance students' understanding of concepts in introductory statistics; yet, there is little research investigating students' development of statistical models. The research presented here examines small groups of students as they develop a model for a…
Descriptors: Statistics, Mathematics Instruction, Mathematical Models, Computer Software
Marquardson, Jim – Information Systems Education Journal, 2018
Academics are responding to the call from industry for graduates armed with cybersecurity skills. A common challenge that educators face is creating effective cybersecurity curriculum that prepares students with practical skills upon graduation. While hands-on exercises are a powerful method for teaching and assessing cybersecurity skills, these…
Descriptors: Information Security, Information Science Education, Teaching Methods, Skill Development

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