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Pappa, Giouli; Papadima-Sophocleous, Salomi – Research-publishing.net, 2018
"Serious Games [SGs] are applications combining educational content with gameplay by integrating learning objectives into a game-like environment" (Thillainathan & Leimeister, 2014, p. 1). However, they have not been used much in language teacher education and training (Ulicsak, 2010). This paper describes the design of…
Descriptors: Educational Games, Second Language Learning, Computer Assisted Instruction, Creative Writing
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Wallace, Jamie; MacPherson, Anna; Hammerness, Karen; Chavez-Reilly, Michael; Gupta, Preeti – Journal of STEM Outreach, 2021
Drawing on data from STEM teacher education programs collected during museum closure due to the COVID-19 pandemic, this article examines the shifts that a large natural history museum made in educational programming. We explore three questions; who participated; the nature of participants' experiences with programming; and what we learned as an…
Descriptors: STEM Education, Teacher Education Programs, COVID-19, Pandemics
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Risner, Mary E. – Hispania, 2021
The goal of this short-form article is to provide an overview of the opportunities and benefits for faculty and students who are considering the implementation of Virtual Exchange (VE) learning experiences to globalize the curriculum and their classrooms. The essay describes the benefits of students developing global competence, improving…
Descriptors: Language Proficiency, Second Language Learning, Second Language Instruction, College Faculty
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Patricia Arnold; Swapna Kumar – International Journal of Designs for Learning, 2021
"Social Europe Days" is a collaborative four-day international seminar held yearly near Brussels, Belgium, by a network of ten European universities from eight different countries. Due to the COVID-19 pandemic, the seminar had to be offered virtually and redesigned. The final design included synchronous and asynchronous activities,…
Descriptors: Computer Simulation, International Cooperation, Seminars, Networks
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Jaclyn J. Gish-Lieberman; Amanda J. Rockinson-Szapkiw; Andrew A. Tawfik; Theresa M. Theiling – International Journal of Designs for Learning, 2021
This design case describes the tensions and resolutions related to the iterative design of a virtual STEM peer mentoring program for White and Black, Indigenous, and People of Color (BIPOC) women in STEM study programs at Historically Black Colleges and Universities (HBCUs) and at Minority Serving Institutions (MSIs). Stakeholder feedback, along…
Descriptors: STEM Education, Peer Teaching, Mentors, White Students
Konstantinos Pouliakas – Cedefop - European Centre for the Development of Vocational Training, 2021
The world of work is being impacted by a fourth industrial revolution, transformed by artificial intelligence and other emerging technologies. With forecasts suggesting large shares of workers, displaced by automation, in need of upskilling/reskilling, the design of active skills policies is necessary. Conventional methods used to anticipate…
Descriptors: Job Skills, Information Technology, Artificial Intelligence, Employment Qualifications
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Chin, Doris B.; Chi, Min; Schwartz, Daniel L. – Instructional Science: An International Journal of the Learning Sciences, 2016
A common approach for introducing students to a new science concept is to present them with multiple cases of the phenomenon and ask them to explore. The expectation is that students will naturally take advantage of the multiple cases to support their learning and seek an underlying principle for the phenomenon. However, the success of such tasks…
Descriptors: Physics, Science Instruction, Active Learning, Comparative Analysis
Berland, Matthew; Duncan, Sean – Educational Technology, 2016
Surprisingly few empirical studies address how computational thinking works "in the wild" or how games and simulations can support developing computational thinking skills. In this article, the authors report results from a study of computational thinking (CT) as evinced through player discussions around the collaborative board game…
Descriptors: Educational Games, Play, Computation, Cooperative Learning
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Liang, Yo-Wen; Lee, An-Sheng; Liu, Shuo-Fang – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The difficulty of Virtual Reality application in industrial design education and learning is VR engineers cannot comprehend what the important functions or elements are for students. In addition, a general-purpose VR usually confuses the students and provides neither good manipulation means nor useful toolkits. To solve these problems, the…
Descriptors: Computer Simulation, Industrial Education, Models, Computer Assisted Design
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Cui, Ying; Gierl, Mark; Guo, Qi – Educational Psychology, 2016
The purpose of the current investigation was to describe how the artificial neural networks (ANNs) can be used to interpret student performance on cognitive diagnostic assessments (CDAs) and evaluate the performances of ANNs using simulation results. CDAs are designed to measure student performance on problem-solving tasks and provide useful…
Descriptors: Cognitive Tests, Diagnostic Tests, Classification, Artificial Intelligence
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Bridge, Dave – Journal of Political Science Education, 2016
With so many role-playing simulations already in the political science education literature, the recent repeated calls for new games is both timely and appropriate. This article answers and extends those calls by advocating the creation of probabilistic games using Microsoft Excel. I introduce the example of the Stag Hunt Game--a short, effective,…
Descriptors: Spreadsheets, Educational Games, Probability, Role Playing
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Roy, Urmi – Biochemistry and Molecular Biology Education, 2016
This work presents a three-dimensional (3D) modeling exercise for undergraduate students in chemistry and health sciences disciplines, focusing on a protein-group linked to immune system regulation. Specifically, the exercise involves molecular modeling and structural analysis of tumor necrosis factor (TNF) proteins, both wild type and mutant. The…
Descriptors: Science Instruction, Cancer, Computer Simulation, Chemistry
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Helyer, Richard; Dickens, Peter – Advances in Physiology Education, 2016
High-fidelity patient simulators are mainly used to teach clinical skills and remain underutilized in teaching basic sciences. This article summarizes our current views on the use of simulation in basic science education and identifies pitfalls and opportunities for progress.
Descriptors: Science Education, Computer Simulation, Fidelity, Patients
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Theilmann, Florian; Reinhard, Christopher – Physics Education, 2016
Although the physics of cycling itself is a complex mixture of aerodynamics, physiology, mechanics, and heuristics, using cycling as a context for teaching physics has a tradition of certainly more than 30 years. Here, a possible feature is the discussion of the noticeable resistant forces such as aerodynamic drag and the associated power…
Descriptors: Physics, Scientific Concepts, Energy, Simulation
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Harnowo, Akhadian S.; Calhoun, Mikelle A.; Monteiro, Heather – Decision Sciences Journal of Innovative Education, 2016
Studies show that supply chain integration (SCI) is important to organizations. This article describes an activity that places students in the middle of an SCI scenario. The highly interactive hands-on simulation requires only 50 to 60 minutes of classroom time, may be used with 18 to about 36 students, and involves minimal instructor preparation.…
Descriptors: Integrated Activities, Distributive Education, Case Method (Teaching Technique), Teaching Methods
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