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Vilarta Rodriguez, Luiza; van der Veen, Jan T.; Anjewierden, Anjo; van den Berg, Ed; de Jong, Ton – Physics Education, 2020
This paper describes the design process for a digital instructional sequence on introductory quantum physics for upper secondary education. Based on a collaboration between teachers and physics education researchers, this sequence incorporates relevant theoretical foundations from the field of science teaching to promote meaningful and conceptual…
Descriptors: Quantum Mechanics, Physics, Science Instruction, Secondary School Science
Garcia, Manuel B. – International Journal of Learning Technology, 2020
History education ordinarily faces a relativist slant, if not by the monotonous nature of the course. Hence, educators are continuously in pursuit for a better teaching strategy to keep the class interesting. The main goal of this study was to 'bring history to life' through a mobile application powered by augmented reality that can provide an…
Descriptors: Computer Simulation, Teaching Methods, Foreign Policy, History Instruction
Ortiz, Nickolaus A.; Davis, Trina J. – Mathematics Teacher: Learning and Teaching PK-12, 2020
Although professional organizations such as the National Council of Teachers of Mathematics (NCTM) continue to push for the role of equity inside of mathematics classrooms, the need for culturally relevant pedagogy (CRP) remains just as necessary today as it has for the last two decades. In this study, the authors share ways in which one…
Descriptors: Culturally Relevant Education, Preservice Teachers, Lesson Plans, Alignment (Education)
Kardipah, Seipah; Wibawa, Basuki – TechTrends: Linking Research and Practice to Improve Learning, 2020
This quasi-experimental study was conducted to investigate the effectiveness of PBL (problem-based learning) in a Flipped-Blended learning environment for improving the performance in a Computer Application Course of Bachelor of Economics for first year students at the Muhammadiyah School of Economics Jakarta, Indonesia. The respondents of this…
Descriptors: Blended Learning, Computer Simulation, Computer Literacy, Instructional Effectiveness
Kellems, Ryan O.; Eichelberger, Carrie; Cacciatore, Giulia; Jensen, Mikaela; Frazier, Brynn; Simons, Kalee; Zaru, Mai – Journal of Learning Disabilities, 2020
The purpose of this study was to examine the effectiveness of video-based mathematics instruction for seven middle school students with specific learning disability (SLD), using an augmented reality-based training package. The dependent variable was the percentage of steps students performed correctly to solve each type of mathematics problem. The…
Descriptors: Video Technology, Computer Assisted Instruction, Computer Simulation, Mathematics Instruction
Sadler, Troy D.; Friedrichsen, Pat; Zangori, Laura; Ke, Li – Journal of Technology and Teacher Education, 2020
Issue-based learning is a pedagogical approach that features learning opportunities contextualized in compelling, societal issues that face students in their lives beyond school. COVID-19 is a global health emergency and represents that kind of societal challenge that can serve as the basis for issue-based learning. In this project, we facilitated…
Descriptors: Faculty Development, Instructional Materials, Educational Technology, Technology Uses in Education
Huh, Yeol – Journal of Education for Teaching: International Research and Pedagogy, 2020
Pre-service students in an elementary education program were involved in an educational technology course project where they created a virtual field trip using 360° virtual reality (VR) technology. As a result of the project, they acknowledged the benefits of using a 360° VR virtual field trip (VFT) in the classroom instruction and their…
Descriptors: Computer Simulation, Preservice Teachers, Preservice Teacher Education, Elementary School Teachers
Hung, Jeng-Fung; Tsai, Chun-Yen – Journal of Baltic Science Education, 2020
Previous studies on the effectiveness of virtual laboratories for learning have shown inconsistent results over the past decade. The purpose of this research was to explore the effects of a virtual laboratory and meta-cognitive scaffolding on students' data modeling competences. A quasi-experimental design was used. Three classes of eighth graders…
Descriptors: Metacognition, Computer Simulation, Comparative Analysis, Science Laboratories
Tacgin, Zeynep – Educational Media International, 2020
This research investigates the learning progress and bottlenecks of students during learning via an immersive virtual reality environment. At the planning stage of this action research, an immersive virtual reality learning environment -- myVOR- was designed and developed to teach concepts and procedures. myVOR was developed using the Unity game…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Learning Processes
Babincáková, Mária; Bernard, Pawel – Journal of Chemical Education, 2020
The COVID-19 lockout situation affected people all over the world. Despite all of the disadvantages, this situation offered new experiences and perspectives and pushed education advances forward as never before. Something that seemed to be unreal became a worldwide reality within a few days. Instructors of all subjects at all educational levels…
Descriptors: COVID-19, Pandemics, School Closing, Teaching Methods
Wirjawan, Johannes V. D.; Pratama, Daniel; Pratidhina, Elisabeth; Wijaya, Anthony; Untung, Budijanto; Herwinarso – International Journal of Instruction, 2020
One popular advanced technology nowadays is smartphone. Smartphones allow various functions beyond the traditional function of mobile phones as communication devices. The technology in smartphones has potential applications in many areas including education. In this study, we report our research which aims to: (1) produce a smartphone app as media…
Descriptors: Telecommunications, Handheld Devices, High School Students, Instructional Effectiveness
Pack, Austin; Barrett, Alex; Liang, Hai-Ning; Monteiro, Diego Vilela – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This study investigates English language learner (ELL) perceptions of using a prototype virtual reality learning environment (VRLE) designed for teaching and learning writing structure. A mixed-methods approach was used, incorporating pre- and post-participation questionnaires, as well as semi-structured interviews. Participants consisted of 10…
Descriptors: English for Academic Purposes, Second Language Learning, Second Language Instruction, Computer Simulation
Lindfors, Maria; Bodin, Madelen; Simon, Shirley – Journal of Research in Science Teaching, 2020
It is a widely held view that students' epistemic beliefs influence the way they think and learn in a given context, however, in the science learning context, the relationship between sophisticated epistemic beliefs and success in scientific practice is sometimes ambiguous. Taking this inconsistency as a point of departure, we examined the…
Descriptors: Epistemology, Schemata (Cognition), Science Instruction, Comparative Analysis
Waters, Stewart; Hensley, Matt – Curriculum and Teaching, 2020
Mobile technology continues to change and evolve the way people and society function in their everyday lives. Much like the phenomenon that was the Internet 20 years ago, educators now find themselves facing increasing pressure to adapt classroom instruction to accommodate for new and emerging technologies. This article offers practical…
Descriptors: Handheld Devices, Technology Integration, Social Studies, Technology Uses in Education
Harvey, Miles; Deuel, Adrianna; Marlatt, Rick – Journal of Adolescent & Adult Literacy, 2020
In an eighth-grade English language arts class, 100 students used virtual reality headsets, augmented reality--capable smartphones, tablets, desktop computers, online scavenger hunts, and print-based texts as an introduction to William Shakespeare's life and works. The authors highlight the need for educators to offer multimodal instruction that…
Descriptors: English Literature, Language Arts, Computer Simulation, Audio Equipment

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