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Danielle Marie Villano – ProQuest LLC, 2024
The use of Simulation-Based Learning (SBL) has increased in Nutrition and Dietetic (N&D) programs, although the research supporting its usability in N&D students is lacking. There are limited quality SBL instruments available that have been validated and tested for reliability in N&D students preparing for clinical practice. This…
Descriptors: Nutrition Instruction, Dietetics, Nursing Education, Medical Education
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Nor Sanak Mohd Nabil; Hasniza Nordin; Faizahani Ab Rahman – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: This study aims to explore how the integration of augmented reality (AR) filters into English as a second language (ESL) can enhance speaking fluency teaching. The study sheds light on how AR filter can be best implemented in speaking fluency teaching by the innovative opportunities to transform language learning experiences. In this…
Descriptors: Computer Simulation, English (Second Language), Second Language Instruction, Language Teachers
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Sun-Joo Cho; Amanda Goodwin; Matthew Naveiras; Paul De Boeck – Grantee Submission, 2024
Explanatory item response models (EIRMs) have been applied to investigate the effects of person covariates, item covariates, and their interactions in the fields of reading education and psycholinguistics. In practice, it is often assumed that the relationships between the covariates and the logit transformation of item response probability are…
Descriptors: Item Response Theory, Test Items, Models, Maximum Likelihood Statistics
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Sun-Joo Cho; Amanda Goodwin; Matthew Naveiras; Paul De Boeck – Journal of Educational Measurement, 2024
Explanatory item response models (EIRMs) have been applied to investigate the effects of person covariates, item covariates, and their interactions in the fields of reading education and psycholinguistics. In practice, it is often assumed that the relationships between the covariates and the logit transformation of item response probability are…
Descriptors: Item Response Theory, Test Items, Models, Maximum Likelihood Statistics
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Heidy Rico; Mario de la Puente; Carlos de Oro; Daniela Navarro; Juan Lambis; Guillermo Londoño – Open Education Studies, 2024
This academic inquiry examines the efficacy of virtual reality (VR)-based pedagogy for higher learning, specifically analyzing immersive digital instruction for rural agriculture undergraduates studying soil science in Colombia. The investigation tests two hypotheses: first, simulated learning situations improve academic achievement and student…
Descriptors: Foreign Countries, Undergraduate Students, Agricultural Education, Soil Science
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Yara Elenany; Vian Ahmed – Electronic Journal of e-Learning, 2024
The construction industry is on the verge of a digital transformation. Consequently, the gap widens between industry demands and fresh graduate capabilities. Therefore, there is a pressing need for a paradigm shift in the teaching approach for construction management education. To meet both industry demands and student expectations, Game-Based…
Descriptors: Construction Management, Construction Industry, Resource Allocation, Computer Simulation
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Jessica M. Limbrick; Portia L. Johnson; Sheri L. Worthy; Diann C. Moorman; Leigh Anne Aaron – Journal of Human Sciences & Extension, 2024
Poverty is a pervasive issue impacting many areas of human sciences and Extension. Individuals living in the United States may have varying attitudes toward poverty. Research has shown that poverty simulations are effective in modifying attitudes toward poverty. The Community Action Poverty Simulation (CAPS) program is one such example that…
Descriptors: Poverty, Land Grant Universities, College Students, Computer Simulation
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Evgenia Anagnostopoulou – Adults Learning Mathematics, 2024
Taking advantage of our digital era commodities, a plethora of game-based learning activities and educational game genres have been introduced into numerous academic disciplines. However, research has shown that regarding mathematics the variety seems limited; especially for higher level topics, e.g. calculus, there is a lack of immersive games…
Descriptors: Educational Games, Video Games, Game Based Learning, Role Playing
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Brenna Sermania; Nicholas VanFossen; Ray Steen; Michael Stewart; Paul L. Raston – Journal of Chemical Education, 2024
We developed a gas-phase Fourier Transform InfraRed Scientific Instrument Simulator (FTIR-SIS, https://ftir.rastonlab.org/) in response to the unavailability of one during the COVID-19 pandemic lockdown of 2020. It features an interactive interface that encourages students to explore different components of a typical FTIR, and it allows them to…
Descriptors: Science Education, Science Instruction, Chemistry, Computer Simulation
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Xiaolong Geng – International Journal of Web-Based Learning and Teaching Technologies, 2024
This empirical study explores the deployment and effects of Augmented Reality (AR) in translation education, emphasizing its significant impact on student engagement, motivation, and accuracy across diverse text genres. Conducted over a 16-week period, our research utilizes a mixed-methods approach to assess AR's efficacy, especially in…
Descriptors: Translation, Computer Simulation, Educational Technology, Learner Engagement
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A. Asrizal; Rose Amnah; Aprina Maharani Zan; Hidayati Hidayati; Helma Helma; N. Annisa – International Journal of Education in Mathematics, Science and Technology, 2024
In the midst of the dynamics of globalization and the industrial revolution 4.0, the 21st century education is increasingly evident in equipping the younger generation with relevant and adaptive skills. These skills include critical thinking skills, creativity, collaboration, and effective communication. In an effort to improve the quality of…
Descriptors: STEM Education, Computer Simulation, Educational Innovation, Learning Processes
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Jean-Baptiste Ndagijimana; Jeannette Musengimana; Henriette Mushimiyimana; Evode Mukama; Olivier Habimana; Paulin Manirakiza; Jean Claude Dushimimana; Jean Pierre Alpha Munyaruhengeri; Samia Khan; Elizabeth Lakin – Chemistry Education Research and Practice, 2025
The current study ascertained the influence an instructional module had on enhancing students' understanding of chemical reactions and acid-base topics. The sample size for this study consisted of 197 students, including 101 in an "experimental" group and 96 in a "control" group, selected from schools in two Districts…
Descriptors: Foreign Countries, Secondary School Science, Secondary School Students, Chemistry
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Shimelis Kebede Kekeba; Abera Gure; Teklu Tafesse Olkaba – Interactive Technology and Smart Education, 2025
Purpose: The purpose of this study was to investigate the impact of using a jigsaw learning strategy integrated with computer simulation (JLSICS) on the academic achievement and attitudes of students, along with exploring the relationships between them in the process of learning about acids and bases. Design/methodology/approach: The research…
Descriptors: Teaching Methods, Learning Strategies, Computer Simulation, Technology Uses in Education
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Zuhan Liu; Lili Wang – Education and Information Technologies, 2025
With the continuous development of embodied cognition theory and virtual reality (VR) technology, its application in teaching has been paid more and more attention by researchers. However, there are still few practical studies on the combination of VR technology and embodied learning. Starting from literature research, the paper analyzes the…
Descriptors: Cognitive Processes, Computer Simulation, Human Body, Experiential Learning
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Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
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