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Astutik, Sri; Prahani, Binar Kurnia – International Journal of Instruction, 2018
Using Collaborative Creativity Learning (CCL) model that is integrated with PhET simulation, this study aims to improve students' scientific creativity in natural science lesson. This research is an experimental study. The sample in this study is 144 junior high school students. The practicality and effectiveness of CCL model that is integrated…
Descriptors: Cooperation, Creativity, Junior High School Students, Cooperative Learning
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Nkemakolam, Okwuduba Emmanuel; Chinelo, Offiah Francisca; Jane, Madichie Chinyere – Asian Journal of Education and Training, 2018
The poor performance of students in chemistry is often blamed on inadequate practical exposure during the teaching of chemistry due to hazardous nature of some chemistry experiments. Consequently, the search for teaching method that will be used to overcome this practical constraint has continued to engage researchers. Specifically, the main…
Descriptors: Computer Simulation, Secondary School Students, Academic Achievement, Foreign Countries
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Whitworth, Karen; Leupen, Sarah; Rakes, Christopher; Bustos, Mauricio – CBE - Life Sciences Education, 2018
Student learning in biology may be impaired by instructional environments that emphasize technical methodology over analysis. We hypothesized that time gained by experimenting with accurate computer simulations could be used to engage students in analytical, creative learning. The effects of treatments that combined a week of simulated lab…
Descriptors: Computer Simulation, Biology, Science Instruction, Teaching Methods
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Devers, Christopher J. – Journal of Interactive Learning Research, 2018
The purpose of this article is not to provide an exhaustive literature review of learning with mobile devices, but rather offer an overview of learning with mobile devices that provides context for this special issue and its manuscripts. Methodologically, we placed more emphases on experimental or quasiexperimental design when possible, as we felt…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
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Dressler, Virginia A.; Kan, Koon-Hwee – Journal of Museum Education, 2018
Theoretical and practical implications of incorporating Quick Response (QR) codes in a traveling international art exhibition are addressed in this paper. Blending the physical and virtual dimensions, the exhibition undergirded a pilot study of the integration of technology into traditional museum settings in both China and the United States. The…
Descriptors: Museums, Case Studies, Teaching Methods, Technology Integration
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Christian, Nicholas; Akujobi, Innocent; Saha, Munmun; Korzaan, Melinda – Information Systems Education Journal, 2018
Advanced Competition Simulations (ACS), a massive multiplayer online (MMO) strategy gaming company, has petabytes of customer data at their data center in Brentwood, Tennessee that could assist executives with decision making, but they currently do not have business intelligence software or a business intelligence and analytics (BIA) team. As is…
Descriptors: Computer Games, Computer Simulation, Business, Intelligence
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Vasiljevic, Jovica; Jovanov, Goran; Radovanovic, Radovan; Jovanov, Nemanja; Vranjes, Djordje – International Association for Development of the Information Society, 2018
Many studies have been conducted focusing on the use of virtual simulators in training in various scenarios, ranging from life and threats to situations in recreational activities. This study follows the direction of the discussion on the use of some virtual simulators that can be successfully exploited in the activities of training of drivers…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Video Technology
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Chen, Binglin; West, Matthew; Ziles, Craig – International Educational Data Mining Society, 2018
This paper attempts to quantify the accuracy limit of "nextitem-correct" prediction by using numerical optimization to estimate the student's probability of getting each question correct given a complete sequence of item responses. This optimization is performed without an explicit parameterized model of student behavior, but with the…
Descriptors: Accuracy, Probability, Student Behavior, Test Items
Zimotti, Giovanni – ProQuest LLC, 2018
The current study attempts to investigate the potential benefit of using a custom-designed virtual reality experience to reduce the social distance between the students and the speakers of the target language. This virtual reality experience provides opportunities for students to acclimate to the Spanish culture and at the same time practice and…
Descriptors: Computer Simulation, Simulated Environment, Interpersonal Relationship, Cultural Awareness
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Caudle, Kyle; Daniels, Erica – Teaching Statistics: An International Journal for Teachers, 2015
The Hunger Games is an annual event in the fictional country of Panem. Each year, 24 children (tributes) are chosen by lottery from 12 districts to fight to the death in the arena for the entertainment of the Capitol citizens. Using statistical analysis and computer simulations, we will explore the possibility that the Gamemakers, those in charge…
Descriptors: Statistical Analysis, Computer Simulation, Novels, Goodness of Fit
Baratchian, Taher; Hashemi, Shahnaz; Jafari, Ali; Far, Mohammad Soltani – Journal of Educational Psychology - Propositos y Representaciones, 2020
Virtual social networks nowadays play a very important role in getting and receiving daily news. Therefore, it is necessary to know the extent and reasons for users to use this tool and compare it with other media. Therefore, it is essential to know the extent and reasons for users to utilize this tool and compare it with other media. This study…
Descriptors: Social Networks, Computer Simulation, Comparative Analysis, Computer Software
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Ndihokubwayo, Kizito; Uwamahoro, Jean; Ndayambaje, Irénée – EURASIA Journal of Mathematics, Science and Technology Education, 2020
Information Communication Technology (ICT) is becoming valuable tools to help improve education, especially during teaching and learning of Science, Technology, Engineering, and Mathematics (STEM) subjects. In this regard, we conducted this study to explore the usability of ICT tools in Physics taught courses. To collect data, we used classroom…
Descriptors: Usability, Technology Integration, Computer Simulation, Video Technology
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Abbitt, Jason; Watt, Sarah – Journal of Technology and Teacher Education, 2020
This study investigates the relationship between measures of user activity within a Learning Management System (LMS) and student performance during a series of Virtual Field Experience (VFE) online learning modules. Implemented in a graduate-level course on teaching methods for learners with mild/moderate disabilities, each VFE activity was…
Descriptors: Management Systems, Preservice Teachers, Computer Simulation, Online Courses
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Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving
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Peffer, Melanie E.; Ramezani, Niloofar; Quigley, David; Royse, Emily; Bruce, Chloe – CBE - Life Sciences Education, 2020
Epistemological beliefs about science (EBAS) or beliefs about the nature of science knowledge, and how that knowledge is generated during inquiry, are an essential yet difficult to assess component of science literacy. Leveraging learning analytics to capture and analyze student practices in simulated or game-based authentic science activities is…
Descriptors: Learning Analytics, Beliefs, Scientific Principles, Inquiry
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