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Felix Averbeck; Simon Leifeling; Katja Müller; Thomas Schoenfelder – Electronic Journal of e-Learning, 2024
The use of virtual reality and 360° videos has been little researched so far, especially in social work studies and teaching. The reasons for this are the low prevalence of VR headsets in social work courses and the fundamental technological deficit in social work, which means the lack of clear causal chains within it. Professionals must adapt…
Descriptors: Computer Simulation, Computer Uses in Education, Video Technology, Social Work
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Ilana Dubovi; Idit Adler – Interactive Learning Environments, 2024
Computer-based simulations are highly effective in supporting students' deep conceptual understanding of scientific ideas. However, in the unprecedented era of the COVID-19 outbreak, students around the world experienced an induced state anxiety, which may have affected their engagement with the learning environments and ultimately their academic…
Descriptors: COVID-19, Pandemics, Anxiety, Learner Engagement
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Marjorie Ceballos; Krista Bixler – Journal of Educational Supervision, 2024
Educational leadership preparation programs are tasked with advancing the development of future educational leaders' instructional capacities, including the ability to engage teachers in instructional conversations through instructional coaching. The educational leadership program studied here includes a mixed reality experience designed to…
Descriptors: Coaching (Performance), Skill Development, Instructional Leadership, Administrator Education
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En Xie; Shaw-chiang Wong; Ying Bai – Journal of Autism and Developmental Disorders, 2024
Psychology originally defined parent-child conflict in terms of interpersonal relationships, where parent-child conflict is a process of inconsistent attitudes between parents and children that occurs in a family setting. For this end, we aims to investigate the influence of parental awareness on preschoolers' perception of parent-child conflict…
Descriptors: Computer Software, Computer Simulation, Parent Child Relationship, Cooperation
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Tania Heap; Regina Kaplan-Rakowski; Audon Archibald – Educational Technology & Society, 2024
Understanding blindness or imagining being blind can be challenging for individuals without visual impairments. One of the affordances of high-immersion virtual reality (VR) is its ability to build empathy and facilitate perspective-taking. VR can be potent when providing narrative, experience-laden education that exposes users to ideas and…
Descriptors: Computer Simulation, Blindness, Technology Uses in Education, Empathy
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Mara Cotic; Daniel Doz; Matija Jenko; Amalija Žakelj – International Electronic Journal of Mathematics Education, 2024
The evolution of mathematics coincided with advancements in its teaching. The 19th and 20th centuries marked a pedagogical revolution in mathematics education. This paper argues that Bruner's (1966) model, Gagné's (1985) taxonomy, innovative teaching methods emphasizing research and problem-solving, and the inclusion of data analysis topics have…
Descriptors: Mathematics Education, Mathematics Instruction, Educational History, Mathematics Achievement
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Mirjana Maricic; Zsolt Lavicza – Education and Information Technologies, 2024
Emerging technologies can potentially transform education through student engagement. The aim of our study is threefold. Firstly, we aspired to examine the validity and reliability of Reeve and Tsengs' 4-construct (emotional, behavioral, cognitive, and agentic) engagement scale (EBCA scale). Secondly, we aimed to examine whether and to what extent…
Descriptors: Learner Engagement, Technology Integration, STEM Education, Technology Uses in Education
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Sneha Maji; Amritansh Saha; Harsh Pal – Discover Education, 2024
Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related specially in the context of visual aesthetic studies. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and…
Descriptors: Learner Engagement, Educational Games, Computer Simulation, Heritage Education
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Gede Saindra Santyadiputra; Purnomo; Waras Kamdi; Syaad Patmanthara; Didik Nurhadi – Cogent Education, 2024
Along with increasing the complexity of learning objectives, the traditional Virtual Learning Environments (VLEs) are insufficient in improving students' learning achievement. Advanced VLEs can be created to overcome this challenge by combining traditional VLEs with Virtual Lab Network Simulation (Vilanets) learning media. This research, conducted…
Descriptors: Electronic Learning, Student Improvement, College Students, Academic Achievement
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Zipeng Qi; Lei Xu; Yun Chen; Shuanglian Cai – Journal of Chemical Education, 2024
This study revamps and optimizes the teaching and learning process and instrument for the classic binary vapor-liquid equilibrium experiment by combining activity coefficient model simulations and practical exercises. Our teaching process combines a software simulation and practical exercises. Utilizing Aspen software, students can predict phase…
Descriptors: Learning Processes, Instruction, Instructional Improvement, Educational Improvement
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Ishteyaaq Ahmad; Sonal Sharma; Rajesh Singh; Anita Gehlot; Lovi Raj Gupta; Amit Kumar Thakur; Neeraj Priyadarshi; Bhekisipho Twala – Cogent Education, 2024
This study explores the potential benefits of integrating Industry 4.0 technologies into educational settings, focusing on Artificial Intelligence/Machine Learning, Augmented Reality, Big Data, Blockchain, Cloud Computing, Internet of Things, Metaverse, Robotics, and Virtual Reality. The aim is to develop learning environments that are more…
Descriptors: Student Diversity, Inclusion, Technology Uses in Education, Educational Technology
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Yang Ding; Xiaohua Zhao; Ying Yao; Chenxi He; Rui Chai; Shuo Liu – Interactive Learning Environments, 2024
The objective of this study is to propose an interactive training method based on the Unity 3D platform and to evaluate its effectiveness in comparison to a video-based training method in curbing speeding behavior and promoting road safety. Based on the attributes unique to drivers with Type A behavior patterns, this study selected 36 drivers with…
Descriptors: Program Effectiveness, Interaction, Motor Vehicles, Educational Technology
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Ruo-Yu Li; Jerry Chih-Yuan Sun – Interactive Learning Environments, 2024
Due to the features of immersive learning and without the restrictions of time and place, virtual reality (VR) is commonly used in learning areas. For investigating functional design in the VR learning environment, previous literature proposed a series of theoretical models and strategies without considering the key factors for their development.…
Descriptors: Instructional Design, Computer Simulation, Expertise, Attitudes
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Yohan Hwang; Je-Young Lee – SAGE Open, 2024
This study aims to analyze the experiences of creating the metaverse classroom on pre-service EFL (English as a Foreign Language) teachers' technological acceptance and affordance, as well as their perception of its potential for language learning and teaching. To achieve this purpose, this study utilized an in-depth analysis of survey and…
Descriptors: Preservice Teachers, Language Teachers, Second Language Instruction, English (Second Language)
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Igor Kotlyar; Noel J. Pearse; Joe Krasman – Discover Education, 2024
AI-based simulations for educational and assessment purposes are gaining global recognition. Informed by cultural comparison research, this study investigates cross-country variations in users' utilization and perceptions of a simulation-based assessment. Specifically, we conducted a comparative analysis between a sample of South African and…
Descriptors: Foreign Countries, Undergraduate Students, Artificial Intelligence, Computer Simulation
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