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McPherson, Heather; Frank, Gregory; Pearce, Rebecca; Hoffman, Ernest – Science Teacher, 2021
In this article, the authors share a unique science, technology, engineering and math (STEM) online field trip structure developed for high school students. The ninth-, tenth-, and eleventh-grade students who participated in the virtual field trips were from multiple high schools. This article focuses on two virtual trips that the authors…
Descriptors: Computer Simulation, Field Trips, Experiential Learning, High School Students
Liritzis, Ioannis; Volonakis, Pantelis – Education Sciences, 2021
The cyber archaeometry concerns a new virtual ontology in the environment of cultural heritage and archaeology. The present study concerns a first pivot endeavor of a virtual polarized light microscopy (VPLM) for archaeometric learning, made from digital tools, tackling the theory of mineral identification in archaeological materials, an important…
Descriptors: Archaeology, Laboratory Equipment, Computer Simulation, Electronic Learning
Sprenger, David A.; Schwaninger, Adrian – International Journal of Educational Technology in Higher Education, 2021
Digital technologies have gained much popularity in education thanks to the cost efficiency they gain through scalability. While the acceptance of some of these new digital technologies has been investigated, there are few direct comparisons. The most established model for measuring acceptance is the technology acceptance model, which can predict…
Descriptors: Educational Technology, Audience Response Systems, Electronic Learning, Lecture Method
Miranda, John Paul P.; Yambao, Jaymark A.; Marcelo, Jhon Asley M.; Gonzales, Christopher Robert N.; Mungcal, Vee-jay T.; Baluyut, Robine J. – Online Submission, 2021
Purpose: The focus of the study is to develop a 3D engine assembly simulation learning module to address the lack of equipment in one senior high school in the Philippines. Method: The study used mixed-method to determine the considerations needed in developing an application for educational use particularly among laboratory/practical subjects…
Descriptors: Computer Simulation, Manufacturing, Engines, High School Students
Tscholl, Michael; Morphew, Jason; Lindgren, Robb – Information and Learning Sciences, 2021
Purpose: This study aims to advance the proposal to use immersive virtual learning environments to stimulate and reveal deep-seated knowledge about science, giving instructors and researchers unique possibilities for assessing and identifying intuitive physical science knowledge. Aside from the ability to present rich and dynamic stimuli, these…
Descriptors: Electronic Learning, Science Education, Computer Simulation, Intuition
Rau, Pei-Luen Patrick; Zheng, Jian; Guo, Zhi – Information and Learning Sciences, 2021
Purpose: This study aims to investigate "immersive reading," which occurs when individuals read text while in a virtual reality (VR) or augmented reality (AR) environment. Design/methodology/approach: In Experiment 1, 64 participants read text passages and answered multiple-choice questions in VR and AR head-mounted displays (HMDs)…
Descriptors: Reading Strategies, Computer Simulation, Accuracy, Academic Achievement
Mikeska, Jamie N.; Howell, Heather – Information and Learning Sciences, 2021
Purpose: This paper aims to examine three distinct aspects of authenticity that pre-service teachers (PSTs) experience when they engage with virtual classroom environments to develop their content-intensive instructional practice -- task authenticity, student avatar authenticity and performance authenticity -- and their perceptions about the…
Descriptors: Computer Simulation, Classroom Environment, Preservice Teachers, Student Attitudes
Cock, Jade; Marras, Mirko; Giang, Christian; Käser, Tanja – International Educational Data Mining Society, 2021
Interactive simulations allow students to independently explore scientific phenomena and ideally infer the underlying principles through their exploration. Effectively using such environments is challenging for many students and therefore, adaptive guidance has the potential to improve student learning. Providing effective support is, however,…
Descriptors: Prediction, Concept Formation, Scientific Concepts, Physics
Kilbourn, Emily – ProQuest LLC, 2021
The subject of teacher identity is problematized by a number of factors and is compounded by its relationship to various constructs, including liminality. To further explore the process of teacher identity development in preservice teachers, this interpretive case study addresses what the contribution of liminal experiences are to teacher identity…
Descriptors: Preservice Teachers, Professional Identity, Computer Simulation, Parent Teacher Conferences
Bradley John Davis – ProQuest LLC, 2021
How do preservice teachers with low and high teacher self-efficacy respond when instructing a simulated classroom with challenging behaviors? This research study identified the responses of four preservice teachers as well as examined their teacher self-efficacy and teacher anxiety measures following their participation using Teach Live™, an…
Descriptors: Behavior Problems, Computer Simulation, Anxiety, Psychological Patterns
Frances Nana Ofosu-Amaah – ProQuest LLC, 2021
The diffusion of the virtual and augmented reality (VR/AR) technological ecosystem into education is nascent. Research on VR/AR in Pre-Kindergarten to Grade 12 (PK-12) education has been focused on the technologies' effect on learning in various use cases. This study, grounded in Diffusion of Innovations theory (Rogers, 2003), uses a…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Elementary Secondary Education
Ciloglu, Tahsin; Ustun, Ahmet Berk – Journal of Science Education and Technology, 2023
The purpose of this study is to enhance online biology learning with mobile augmented reality (AR) applications and to assess the impact of mobile AR applications on students' motivation, self-efficacy, and attitudes toward biology learning. Students were interviewed, and the usefulness of mobile AR applications was evaluated using a…
Descriptors: High School Students, Secondary School Science, Science Education, Biology
Pei, Ng Mun; Alias, Norlidah; Dewitt, Dorothy – Malaysian Online Journal of Educational Sciences, 2023
Virtual reality has been found of great potential to develop intercultural communicative competence and as an effective tool to incorporate intercultural learning principles into engaging lessons in second language education. In this study, Intercultural Communicative Competence Virtual Reality (IC2VR) is a module that employs VR technology to…
Descriptors: Elementary School Students, Student Attitudes, Computer Simulation, Intercultural Communication
Heuke genannt Jurgensmeier, Nina; Schmidt, René; Stumpe, Britta – International Journal of Technology in Education, 2023
Virtual Reality (VR) has gained more importance in the educational sector. A possibility of using VR in education can be Virtual Field Trips (VFTs). This work analyses the possibilities of creating VFTs with different software/tools, output devices, and 360° cameras in the educational sector. The preparatory work, with the recording of own 360°…
Descriptors: Field Trips, Computer Simulation, Computer Software, Comparative Analysis
Thohir, M. Anas; Ahdhianto, Erif; Mas'ula, Siti; April Yanti, Fitri; Sukarelawan, Moh Irma – Contemporary Educational Technology, 2023
Virtual reality (VR) is developing in line with the establishment of the learning metaverse, although the relationship between its acceptance and technological pedagogical content knowledge (TPACK) is very unclear. Therefore, this study aims to determine the effects of facility condition (FC), technological acceptance model (TAM), and TPACK on…
Descriptors: Educational Technology, Pedagogical Content Knowledge, Technological Literacy, Preservice Teachers

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