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Schwarz, Claudiu – Journal of Educational Sciences, 2017
The term of implicit learning is still subject to controversy. "At least a dozen different definitions have been offered in the field" (Frensch & Rünger, 2003 p.13). While some scholars consider it downright inexistent (see Chun & Jiang, 1998), many others are trying to identify how we seem to acquire knowledge in absence of…
Descriptors: Learning Strategies, Informal Education, Information Technology, Video Technology
Twyford, Jessica; Craig, Scotty D. – Journal of Educational Computing Research, 2017
Observational tutoring has been found to be an effective method for teaching a variety of subjects by reusing dialogue from previous successful tutoring sessions. While it has been shown content can be learned through observational tutoring, it has yet to been examined if a secondary behavior such as goal setting can be influenced. The present…
Descriptors: Pretests Posttests, Physics, Science Instruction, Teaching Methods
Karagiorgas, Dimitrios N.; Niemann, Shari – Journal of Educational Technology Systems, 2017
In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…
Descriptors: Educational Games, Video Games, Comparative Analysis, Learning Processes
Dudek, Jaclyn; Heiser, Rebecca – International Journal of E-Learning & Distance Education, 2017
Within higher education, a need exists for learning designs that facilitate education and support students in sharing, examining, and refining their critical identities as learners and professionals. In the past, technology-mediated identity work has focused on individual tool use or a learning setting. However, we as professional learning…
Descriptors: Higher Education, Criticism, Cooperative Learning, Case Studies
Poole, Adam – Cogent Education, 2017
The Avatar Project was a two-week English project in which Chinese high school students in an internationalised school in Shanghai China explored the topic of cultural and individual identity. The project synthesised prospective education with the Funds of Identity approach, both of which have particular relevance within an internationalised…
Descriptors: Foreign Countries, High School Students, Cultural Awareness, Identification (Psychology)
Prestridge, Sarah – Technology, Pedagogy and Education, 2017
In 2012, a research project was implemented to investigate the possibility and effectiveness of instituting a personalised and virtually networked mode of professional development to promote teacher confidence and competence with information and communications technology and its use as a key component of teachers' pedagogy. The aim of the project…
Descriptors: Faculty Development, Online Courses, Teaching Methods, Computer Simulation
Stansbury, Jessica A. – Teaching of Psychology, 2017
An interactive learning module was developed and implemented in a social psychology course to teach concepts of the "self" via self-exploration and game play using "The SIMS[superscript 3]." Students volunteered to play the computer video game throughout a 5-week summer session as a supplement to reading the chapter in the…
Descriptors: Social Psychology, Virtual Classrooms, Educational Games, Video Games
O'Connor, Eileen A.; Domingo, Jelia – Journal of Educational Technology Systems, 2017
With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
Ivy, Karen Lynne-Daniels – International Journal on E-Learning, 2017
This paper shares the findings of a study conducted on a virtual inter-cultural global leadership development learning project. Mixed Methods analysis techniques were used to examine the interviews of U.S. and Uganda youth project participants. The study, based on cultural and social constructivist learning theories, investigated the effects of…
Descriptors: Mixed Methods Research, Online Courses, Cooperative Learning, Interviews
Mallchok, Malia M. – ProQuest LLC, 2017
The purpose of this qualitative design case study was to determine the design elements that can lead to technology acceptance of a mobile multimedia tour at an informal historical site. Using rapid prototyping, a tour prototype was developed using a low-cost Website building platform. The tour was then tested with thirteen participants in two…
Descriptors: Multimedia Materials, Electronic Learning, Qualitative Research, Historic Sites
Barany, Amanda; Shah, Mamta; Cellitti, Jessica; Duka, Migela; Swiecki, Zachari; Evenstone, Amanda; Kinley, Hannah; Quigley, Peter; Shaffer, David Williamson; Foster, Aroutis – International Association for Development of the Information Society, 2017
Few digital tools are designed to support identity exploration around careers in science, technology, engineering, and mathematics (STEM) that may help close existing representation gaps in STEM fields. The aim of this project is to inform the design of games that facilitate learning as identity change as defined by the Projective Reflection…
Descriptors: Science Careers, Environmental Education, Urban Planning, Design
Staehling, Erica – Science Teacher, 2015
This article describes a lesson on the greenhouse effect in which students explore blackbody radiation and Wien's law. The lesson, which has been tested in a variety of high school physics classrooms, uses probeware and online simulations and combines two well-established instructional strategies: the 5E Learning Cycle (Bybee et al. 2006) and the…
Descriptors: Lesson Plans, Climate, Scientific Concepts, Scientific Principles
Brown, Jay H. – Journal of Chemical Education, 2015
Cyclic voltammetry (CV) is a popular technique for the study of electrochemical mechanisms because the method can provide useful information on the redox couple. The technique involves the application of a potential ramp on an unstirred solution while the current is monitored, and then the ramp is reversed for a return sweep. CV is sometimes…
Descriptors: Undergraduate Students, Computer Simulation, Courseware, Teaching Methods
Astra, I Made; Nasbey, Hadi; Nugraha, Aditiya – EURASIA Journal of Mathematics, Science & Technology Education, 2015
The aim of this research is to create learning media for senior high school students through an android application in the form of a simulation lab. The method employed in the study is research and development. A simulation lab which has been made subsequently validated by concept and media experts, further empirical testing by teachers and…
Descriptors: High School Students, Telecommunications, Handheld Devices, Research and Development
Coban, Murat; Karakus, Turkan; Karaman, Asiye; Gunay, Fatma; Goktas, Yuksel – Educational Technology & Society, 2015
Research into virtual worlds demonstrates that to successfully use virtual world platforms in different disciplines, certain limitations and potential difficulties of these platforms must be overcome. The current study extends previous research by investigating problems in integrating virtual worlds in education with a longitudinal observation of…
Descriptors: Foreign Countries, Virtual Classrooms, Computer Simulation, Social Systems

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