NotesFAQContact Us
Collection
Advanced
Search Tips
What Works Clearinghouse Rating
Showing 1,021 to 1,035 of 1,844 results Save | Export
Li, Shanshan – ProQuest LLC, 2012
The purpose of this study was to investigate the instructional effectiveness of animated signals among learners with high and low prior knowledge. Each of the two treatments was presented with animated instruction either with signals or without signals on the content of how an airplane achieves lift. Subjects were eighty-seven undergraduate…
Descriptors: Instructional Effectiveness, Prior Learning, Undergraduate Students, Foreign Countries
Yoon, Susan A.; Elinich, Karen; Wang, Joyce; Van Schooneveld, Jacqueline G. – International Association for Development of the Information Society, 2012
This research follows on previous studies that investigated how digitally augmented devices and knowledge scaffolds enhance learning in a science museum. We investigated what combination of scaffolds could be used in conjunction with the unique characteristics of informal participation to increase conceptual and cognitive outcomes. 307 students…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Dieker, Lisa; Grillo, Kelly; Ramlakhan, Nirmala – Gifted Education International, 2012
New technologies and virtual environments are emerging globally, yet the way these tools can impact the learning and future career paths of students who are gifted is limited in the literature at this time. The purpose of this article is to provide a summary of how a science, technology, engineering, and mathematics (STEM) summer camp, based on…
Descriptors: Academically Gifted, Engineering, Virtual Classrooms, Simulated Environment
Peer reviewed Peer reviewed
Direct linkDirect link
Wu, Ko-Chiu; Huang, Po-Yuan – Journal of Educational Computing Research, 2015
This study developed a game simulation based on problem solving in the management of urban waste. We then investigated the factors affecting the decisions made by players. During gameplay, the players sought to guide the development of a city via management strategies involving a balance of economic growth and environmental protection. Nature…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Warren, Scott J.; Gratch, Jonathan S. – International Journal of Virtual and Personal Learning Environments, 2013
Digital games like Where in the World is Carmen San Diego and Oregon Trail have been used to support learning since the 1980s. However, the last decade has seen games, simulations and virtual world use take firm hold of the academic imagination. There also has been a rapid expansion of sponsored, formal research, informal inquiry, and a growing…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
Peer reviewed Peer reviewed
Direct linkDirect link
Rambe, Patient – Australasian Journal of Educational Technology, 2013
There is scant evidence to demonstrate that researchers grasp the social dimensions of convergence, and particularly, the academic and social implications of converged media on students' lives. Despite a surge in student appropriation of social media-enabled mobile phones for exchanging educational resources and social practices, little is known…
Descriptors: Foreign Countries, Social Networks, Higher Education, Graduate Students
Wholeben, Melissa A. – ProQuest LLC, 2013
Currently, outside forces create blocks that affect the quality and quantity of clinical experiences for pre-licensure nursing students. These limitations create an environment in which entry-level nursing students enter the workforce without a solid foundation in nursing concepts or in exposure to situations that they might encounter. To counter…
Descriptors: Simulated Environment, Simulation, Nursing Education, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Schönborn, Konrad J.; Höst, Gunnar E.; Palmerius, Karljohan E. Lundin; Flint, Jennifer – International Journal of Virtual and Personal Learning Environments, 2014
The advent of nanoscientific applications in modern life is swiftly in progress. Nanoscale innovation comes with the pressing need to provide citizens and learners with scientific knowledge for judging the societal impact of nanotechnology. In rising to the challenge, this paper reports the developmental phase of a research agenda concerned with…
Descriptors: Technology, Molecular Structure, Teaching Methods, Spatial Ability
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Lacasa, Pilar; García-Pernía, María-Ruth; Núñez, Patricia – Journal of Education and Training Studies, 2014
The main goal of this paper is to analyze adolescents' experiences when they play SimCity (EA, 2008), a commercial videogame, in an innovative learning environment designed around the concept of participatory culture. By using this video game in the classroom and machinima productions created in relation to the game, we sought to generate a…
Descriptors: Adolescents, Educational Technology, Video Games, Technology Uses in Education
Sieh-Bliss, Selina – ProQuest LLC, 2014
While there is evidence in the literature measuring effective clinical teacher characteristics in traditional experiences, little is known of effective characteristics expected from clinical teachers during simulated clinical experiences. This study examined which clinical teaching behaviors and characteristics are perceived by nursing students'…
Descriptors: Teacher Effectiveness, Teacher Behavior, Nursing Students, College Faculty
Witherspoon, Margaret; Sykes, Gary; Bell, Courtney – Educational Testing Service, 2016
This paper provides a description and rationale for a performance assessment of a teaching practice--leading a classroom discussion (LCD)--included in the ETS® National Observational Teaching Examination (NOTE) assessment series. In this assessment, candidates interact with a small class of virtual students represented by avatars in a…
Descriptors: Performance Based Assessment, Discussion (Teaching Technique), Simulated Environment, Computer Simulation
Qi, Yi; Sykes, Gary – Educational Testing Service, 2016
This report describes and provides research and scholarly support for a core practice of teaching--eliciting student thinking (EST)--that is the target for a performance assessment contributing one component of the "ETS"® National Observational Teaching Examination (NOTE) assessment series. The purpose of this report is to review the…
Descriptors: Performance Based Assessment, Discussion (Teaching Technique), Simulated Environment, Computer Simulation
Stickler, Leslie; Sykes, Gary – Educational Testing Service, 2016
This report reviews the scholarly and research evidence supporting the construct labeled modeling and explaining content (MEC), which is measured via a performance assessment in the "ETS"® National Observational Teaching Examination (NOTE) assessment series. This construct involves practices at the heart of teaching that deal with how…
Descriptors: Performance Based Assessment, Discussion (Teaching Technique), Simulated Environment, Computer Simulation
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Mulvihill, Thalia M.; Swaminathan, Raji – Journal of Educational Technology, 2012
The purpose of this article is to analyze the perspectives of doctoral students on creativity and learning in the virtual environment. The researchers investigated the following central research question: to what extent is creative thinking fostered in virtual environments? In addition, the paper also examined how creativity is practiced in…
Descriptors: Graduate Students, Student Attitudes, Creativity, Creative Thinking
Peer reviewed Peer reviewed
Direct linkDirect link
Noteborn, Gwen; Carbonell, Katerina Bohle; Dailey-Hebert, Amber; Gijselaers, Wim – Internet and Higher Education, 2012
This paper analyzed the role of emotions in a virtual world (Second Life) through students' level of enjoyment and boredom and their influence on students' achievement level. The virtual world was an educational tool used to fully immerse students in the content of the course. In addition to supporting prior research on the importance of task…
Descriptors: Academic Achievement, Psychological Patterns, Tests, Group Activities
Pages: 1  |  ...  |  65  |  66  |  67  |  68  |  69  |  70  |  71  |  72  |  73  |  ...  |  123