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Kyza, Eleni A.; Georgiou, Yiannis – Interactive Learning Environments, 2019
While learning can happen anywhere and everywhere, most educational practices in K-12 are confined within the walls of a classroom and the school; such practices narrowly define learning and exclude the opportunities that an expanded and digitally mediated definition of learning can offer. Augmented reality (AR) technologies offer exciting new…
Descriptors: Computer Simulation, Simulated Environment, Scaffolding (Teaching Technique), Inquiry
Hamra, Teresa R. – ProQuest LLC, 2019
Among schools of nursing nationwide, the competition for clinical sites, and insufficient numbers of nurse preceptors led nursing schools to turn away thousands of qualified applicants. Due to a shortage of clinical sites, shortage of nurse preceptors, and an increase in simulation technology, nursing schools used simulation clinical in place of…
Descriptors: Nursing Students, Nursing Education, Community Colleges, Two Year College Students
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Wiggins, Bradley E. – International Journal of Game-Based Learning, 2016
This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital…
Descriptors: Computer Games, Simulated Environment, Video Games, Educational Games
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Tai, Tzu-Yu; Chen, Howard Hao-Jan – Journal of Educational Computing Research, 2021
Virtual reality via mobile-rendered head-mounted displays (MVR) has emerged as a valuable language learning tool. However, research has yet to fully access its effects on English as a Foreign Language (EFL) listening. Therefore, this study investigated the impact of MVR on EFL learners' listening comprehension. Seventy-two seventh graders in…
Descriptors: Computer Simulation, Simulated Environment, Instructional Effectiveness, English (Second Language)
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Maas, Melanie J.; Hughes, Janette M. – Technology, Pedagogy and Education, 2020
This article provides the first review of the existing literature consolidating research into the use of virtual, augmented and mixed reality technologies within K-12 educational environments. The review explores the peer-reviewed scholarly studies conducted between 2006 and May 2017, which involved the use of virtual reality (VR), augmented…
Descriptors: Computer Simulation, Elementary Secondary Education, Educational Research, Technology Integration
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Rousell, David; Cutter-Mackenzie, Amy; Foster, Jasmyne – Educational Studies: Journal of the American Educational Studies Association, 2017
Over the last 3 years, the "Climate Change and Me" project has mapped children and young people's affective, creative, and ontological relationships with climate change through an emergent and child-framed research methodology. The project has involved working with 135 children and young people from across Northern NSW, Australia, as…
Descriptors: Climate, Ecology, Environmental Education, Fiction
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Kraemer, David J. M.; Schinazi, Victor R.; Cawkwell, Philip B.; Tekriwal, Anand; Epstein, Russell A.; Thompson-Schill, Sharon L. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2017
Using novel virtual cities, we investigated the influence of verbal and visual strategies on the encoding of navigation-relevant information in a large-scale virtual environment. In 2 experiments, participants watched videos of routes through 4 virtual cities and were subsequently tested on their memory for observed landmarks and their ability to…
Descriptors: Cognitive Processes, Computer Simulation, Navigation, Simulated Environment
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Zhang, Lei; Mou, Weimin – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2017
During locomotion, individuals can determine their positions with either idiothetic cues from movement (path integration systems) or visual landmarks (piloting systems). This project investigated how these 2 systems interact in determining humans' positions. In 2 experiments, participants studied the locations of 5 target objects and 1 single…
Descriptors: Motion, Cues, Computation, Geographic Location
Yu, Fu-Yun; Hsieh, Hsiao-Ting; Chang, Ben – Research and Practice in Technology Enhanced Learning, 2017
This study explored the potential of Second Life (SL), a popular multi-user virtual online environment, for university counseling. University students (n = 312) were asked to evaluate three counseling channels (i.e., traditional face-to-face, internet, and SL) based on a range of media features deemed relevant and important to counseling and to…
Descriptors: Counseling Services, College Students, Computer Simulation, Simulated Environment
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Rothwell, Gregory; Shaffer, Michael – Education Sciences, 2019
eSports is a rising modality of sports entertainment in the United States and has growing implications for education. Providing competitive eSports teams in schools satisfies the growing desire to train and educate students on the skills emphasized in STEM and Career Technical Education (CTE) education, as well as in programs such as English and…
Descriptors: Educational Technology, Technology Uses in Education, Competition, Skill Development
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Howorth, Sarah K.; Rooks-Ellis, Deborah; Flanagan, Sara; Ok, Min Wook – Intervention in School and Clinic, 2019
Teachers' use of video modeling has been established as an evidence-based practice for teaching students with autism spectrum disorder (ASD). Augmented reality (AR) applications can be used as tools to provide trigger-based, video-modeled instructional supports to students with ASD. The use of AR in this way may help teachers implement…
Descriptors: Autism, Pervasive Developmental Disorders, Reading Skills, Computer Simulation
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Dolphin, Glenn; Dutchak, Alex; Karchewski, Brandon; Cooper, Jon – Journal of Geoscience Education, 2019
Recent literature has demonstrated the importance of fieldwork in geology. However, as resources become scarce, field experiences are often targeted for cuts. This was the case at the University of Calgary when massive enrollments placed a tremendous burden on resources. In courses throughout, field trips and other excursions were eliminated,…
Descriptors: Geology, Computer Simulation, Field Trips, Simulated Environment
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Eder, Lauren B.; Antonucci, Yvonne L.; Monk, Ellen F. – Journal of Information Systems Education, 2019
The value of enterprise resource planning (ERP) systems to business organizations has long been recognized with their use being integrated into educational business curricula and training. ERPsim games incorporate live business simulations that enable students to learn about ERP concepts firsthand by working in teams and managing their own…
Descriptors: Learner Engagement, Teamwork, Group Dynamics, Business Administration Education
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Palaigeorgiou, George; Karakostas, Anastasios; Skenteridou, Kyriaki – Interactive Technology and Smart Education, 2018
Purpose: Tangible physical maps which are enhanced by new digital forms of interaction can become an invaluable asset for learning geography in an embodied way. The purpose of this work is to evaluate an interactive augmented three-dimensional (3D) tangible map on which students interact and travel with their fingers. Design/methodology/approach:…
Descriptors: Maps, Interaction, Geography Instruction, Educational Technology
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Fidan, Mustafa; Tuncel, Meric – Cypriot Journal of Educational Sciences, 2018
The purpose of this study is to investigate the specific features of the articles on augmented reality (AR) published in the journals of education indexed in the SSCI database between 2012 and 2017. In this context, the articles were examined in terms of their years of publication, number of authors, countries, educational disciplines/fields,…
Descriptors: Simulated Environment, Educational Research, Journal Articles, Computer Simulation
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