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Fong, Michelle – Journal of Information Technology Education: Research, 2015
There is a dearth of research into teaching strategies and learning approaches for units involving sensitive topics that can provoke an emotional response in students. In a business ethics unit, attempts to strike a balance between conceptual knowledge and theory and skills training can be challenging because the unit can involve personal,…
Descriptors: Foreign Countries, Ethical Instruction, Technology Uses in Education, Blended Learning
Bowen, Alec S.; Reid, Daniel R.; Koretsky, Milo D. – Chemical Engineering Education, 2015
In this project, we explore the use of threshold concept theory as a design basis for development of Interactive Virtual Laboratories in thermodynamics. Thermodynamics is a difficult subject for chemical and biological engineering students to master. One reason for the difficulty is the diverse and challenging set of threshold concepts that they…
Descriptors: Thermodynamics, Science Laboratories, Computer Simulation, Science Process Skills
Han, Hsiao-Cheng – Studies in Art Education: A Journal of Issues and Research in Art Education, 2015
This research is an empirical study using gamified pedagogy in a 3-D animation course in a Visual Communication Design Department. By conducting this research, I hope to increase student interest in learning 3-D animation and to decrease student fears of learning professional 3-D software. Through this research, I have developed a theory of…
Descriptors: Studio Art, Games, Teaching Methods, Animation
Huang, Yong-Ming; Huang, Yueh-Min – Educational Technology Research and Development, 2015
Vocabulary is the foundation for students who learn a foreign language. Nevertheless, students may be bored by the painstaking process of rote learning. To this end, this study designed a handheld sensor-based vocabulary game based on a scaffolding strategy for improving students' motivation and achievement in vocabulary learning. On the one hand,…
Descriptors: Scaffolding (Teaching Technique), Handheld Devices, Vocabulary Development, Vocabulary Skills
Comparing the Impact of Dynamic and Static Media on Students' Learning of One-Dimensional Kinematics
Mešic, Vanes; Dervic, Dževdeta; Gazibegovic-Busuladžic, Azra; Salibašic, Džana; Erceg, Nataša – EURASIA Journal of Mathematics, Science & Technology Education, 2015
In our study, we aimed to compare the impact of simulations, sequences of printed simulation frames and conventional static diagrams on the understanding of students with regard to the one-dimensional kinematics. Our student sample consisted of three classes of middle years students (N = 63; mostly 15 year-olds). These three classes served as…
Descriptors: Mechanics (Physics), Motion, Science Instruction, Comparative Analysis
Kuo, Bor-Chen; Daud, Muslem; Yang, Chih-Wei – EURASIA Journal of Mathematics, Science & Technology Education, 2015
This paper describes a curriculum-based multidimensional computerized adaptive test that was developed for Indonesia junior high school Biology. In adherence to the Indonesian curriculum of different Biology dimensions, 300 items was constructed, and then tested to 2238 students. A multidimensional random coefficients multinomial logit model was…
Descriptors: Secondary School Science, Science Education, Science Tests, Computer Assisted Testing
Kellems, Ryan O.; Grigal, Meg; Unger, Darlene D.; Simmons, Thomas J.; Bauder, Debra; Williams, Caroline – TEACHING Exceptional Children, 2015
Devices like smartphones, tablets, and MP3 players are becoming everyday tools for the majority of the population. Technology can assist students with disabilities in many self-determination activities, such as choice making, decision making, and self-management. In addition, technology tools can support them in a wide range of transition-related…
Descriptors: Technology Uses in Education, Autism, Pervasive Developmental Disorders, Career Development
Lu, Su-Ju; Liu, Ying-Chieh – Environmental Education Research, 2015
Marine education comprises rich and multifaceted issues. Raising general awareness of marine environments and issues demands the development of new learning materials. This study adapts concepts from digital game-based learning to design an innovative marine learning program integrating augmented reality (AR) technology for lower grade primary…
Descriptors: Foreign Countries, Marine Education, Elementary School Students, Educational Games
Wyse, Adam E.; Albano, Anthony D. – Applied Measurement in Education, 2015
This article used several data sets from a large-scale state testing program to examine the feasibility of combining general and modified assessment items in computerized adaptive testing (CAT) for different groups of students. Results suggested that several of the assumptions made when employing this type of mixed-item CAT may not be met for…
Descriptors: Adaptive Testing, Computer Assisted Testing, Test Items, Testing Programs
Nguyen, Tung Nhu – Journal of Education and Training Studies, 2015
Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…
Descriptors: Educational Games, Student Motivation, Technology Uses in Education, Computer Simulation
Yamazaki, Kasumi – ProQuest LLC, 2015
The proliferation of online simulation games across the globe in many different languages offers Computer Assisted Language Learning (CALL) researchers an opportunity to examine how language learning occurs in such virtual environments. While there has recently been an increase in the number of exploratory studies involving learning experiences of…
Descriptors: Computer Assisted Instruction, Second Language Learning, Japanese, Computer Games
Riaz, Muhammad – ProQuest LLC, 2015
The purpose of this study was to examine how simulations in physics class, class management, laboratory practice, student engagement, critical thinking, cooperative learning, and use of simulations predicted the percentage of students achieving a grade point average of B or higher and their academic performance as reported by teachers in secondary…
Descriptors: Science Instruction, Physics, Classroom Techniques, Simulation
Ackovska, Nevena; Ristov, Sasko – IEEE Transactions on Education, 2014
Hardware-based courses in computer science studies require much effort from both students and teachers. The most important part of students' learning is attending in person and actively working on laboratory exercises on hardware equipment. This paper deals with a specific group of students, those who are marginalized by not being able to…
Descriptors: Computer Science Education, Open Source Technology, College Students, Nontraditional Students
Ruiz, Sergio; Aguado, Carlos; Moreno, Romualdo – Journal of Technology and Science Education, 2014
The use of appropriate Educational Simulation systems (software and hardware for learning purposes) may contribute to the application of the "Learning by Doing" (LbD) paradigm in classroom, thus helping the students to assimilate the theoretical concepts of a subject and acquire certain pre-defined competencies in a more didactical way.…
Descriptors: Teaching Experience, Computer Simulation, Flight Training, Simulated Environment
Horiguchi, Tomoya; Imai, Isao; Toumoto, Takahito; Hirashima, Tsukasa – Educational Technology & Society, 2014
Error-based simulation (EBS) has been developed to generate phenomena by using students' erroneous ideas and also offers promise for promoting students' awareness of errors. In this paper, we report the evaluation of EBS used in learning "normal reaction" in a junior high school. An EBS class, where students learned the concept…
Descriptors: Simulation, Error Correction, Learning Processes, Misconceptions

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