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de la Peña Esteban, F. David; Lara Torralbo, Juan A.; Lizcano Casas, David; Burgos García, María Concepción – Journal of Computing in Higher Education, 2020
Problem-solving is one of the biggest challenges that students can find in an Engineering degree. Information and communication technologies are of great use in this regard, providing learners with tools that complement their study and facilitate skills acquisition. A good strategy to enhance student motivation towards problem-solving is to use…
Descriptors: Engineering Education, Game Based Learning, Web Based Instruction, Computer Simulation
Lester, Stan; Hofmann, Jens – British Journal of Educational Technology, 2020
The use of augmented reality (AR) in vocational education and training can still be considered as being in its infancy, although interest in it is growing in response both to its potential for teaching and its adoption as a practical tool in various industry sectors. One example of early-stage AR use is illustrated from a practicum for training…
Descriptors: Computer Simulation, Vocational Education, Practicums, Technology Integration
Shernoff, Elisa S.; Von Schalscha, Katherine; Gabbard, Joseph; Delmarre, Alban; Frazier, Stacy L.; Buche, Cedric; Lisetti, Christine – Grantee Submission, 2020
Simulation offers unique affordances over traditional training (e.g., remote access, mastery learning experiences, immediate feedback) relevant to teacher training in behavior management. This study describes a user-based evaluation of Interactive Virtual Training for Teachers (IVT-T). The study involved observing representative users (seven…
Descriptors: Usability, Instructional Design, Computer Simulation, Teacher Education
Chris Vicari – International Journal of Designs for Learning, 2020
The American Museum of Natural History (AMNH) in New York City implemented a science-based curriculum pairing augmented reality (AR) with a student-designed escape room experience to support astronomy learning. AR has the potential to simplify complex systems into digestible concepts. Designing an escape room experience provided students with an…
Descriptors: Student Empowerment, Design, Science Instruction, Computer Simulation
Lubrick, Mark; Zhou, George; Zhang, Jingsheng – EURASIA Journal of Mathematics, Science and Technology Education, 2019
Lightboard technology has only been around since 2013, but has already shown up on numerous campuses worldwide. There is a dearth of research related to lightboard videos, so there is a need to systematically explore its potential and best practices. This paper explores the pedagogical potential of lightboards for higher education through…
Descriptors: Educational Technology, Video Technology, Academic Achievement, Learner Engagement
Dalari, Aimilia – Australian Educational Computing, 2019
The wide dissemination of technology in museums is gradually establishing the need for a critical validation of its use in the process of sustaining the learning process. This paper examines the results of the use of a Virtual Reality application with the aim of teaching the subject of Arts Education to the pupils of the Fifth grade of Primary…
Descriptors: Art Education, Technology Uses in Education, Museums, Grade 5
McArdle, Patrick – Journal of Chemical Education, 2019
This article contrasts the normal method for drawing Lewis structures with a two-step systematic approach. The latter approach uses a known molecular connectivity and a knowledge of the number of valence electrons that each atom possesses to visualize bonds that are formed by pairing electrons, one from each atom. This process is repeated until at…
Descriptors: Chemistry, Science Instruction, Computer Assisted Instruction, Freehand Drawing
Develaki, Maria – Journal of Science Education and Technology, 2019
While computer simulations are a key element in understanding and doing science today, their nature and implications for science education have not been adequately explored in the relevant literature. In this article, (1) we provide an analysis of the methodology and epistemology of computer simulations, aiming to contribute to a sound and…
Descriptors: Epistemology, Computer Simulation, Science Education, Research Methodology
Sugiura, Atsushi; Kitama, Toshihiro; Toyoura, Masahiro; Mao, Xiaoyang – Anatomical Sciences Education, 2019
Human anatomical specimen museums are commonly used by medical, nursing, and paramedical students. Through dissection and prosection, the specimens housed in these museums allow students to appreciate the complex relationships of organs and structures in more detail than textbooks could provide. However, it may be difficult for students,…
Descriptors: Anatomy, Human Body, Museums, Medical Students
Yoo, Hanwook; Hambleton, Ronald K. – Educational Measurement: Issues and Practice, 2019
Item analysis is an integral part of operational test development and is typically conducted within two popular statistical frameworks: classical test theory (CTT) and item response theory (IRT). In this digital ITEMS module, Hanwook Yoo and Ronald K. Hambleton provide an accessible overview of operational item analysis approaches within these…
Descriptors: Item Analysis, Item Response Theory, Guidelines, Test Construction
del Mar Quiroga, Maria; Choate, Julia K. – Advances in Physiology Education, 2019
Physiology is commonly taught through direct experience and observation of scientific phenomena in "hands-on" practical laboratory classes. The value of such classes is limited by students' lack of understanding of the underlying theoretical concepts and their lack of confidence with the experimental techniques. In our experience,…
Descriptors: Physiology, Experiments, Laboratories, Computer Simulation
Lorenzo, Gonzalo; Lledó, Asunción; Arráez-Vera, Graciela; Lorenzo-Lledó, Alejandro – Education and Information Technologies, 2019
We live in a society where Technology has an important position in our diary activities. Everybody wants to have the last device to be in contact with his family and friends. Additionally, these took are being applied in other fields such as Education. One of these tools is: Virtual reality that can respond the need of our students. It allows the…
Descriptors: Autism, Pervasive Developmental Disorders, Computer Simulation, Simulated Environment
Yildirim, Gurkan; Yildirim, Serkan; Dolgunsoz, Emrah – World Journal on Educational Technology: Current Issues, 2019
Virtual reality (VR) as computer-mediated 3-D environments including real-life situations presented via different tools in which users can interact effectively with visuals. This study is significant as it primarily aimed to investigate effects of VR on retention by comparing it with traditional 2-D videos. The main aim of this study is to compare…
Descriptors: Computer Simulation, Video Technology, Retention (Psychology), Decision Making
Park, Sanghoon; Ryu, Jeeheon; McChesney, Kristen – TechTrends: Linking Research and Practice to Improve Learning, 2019
Virtual classroom simulations can offer pre-service teachers unlimited opportunities for teaching practice that help them sensitize to classroom diversity. The purpose of this case study was to describe a collaborative simulation design studio initiated between two universities in South Korea and U.S.A. while American pre-service teachers visited…
Descriptors: Foreign Countries, Preservice Teachers, Virtual Classrooms, Computer Simulation
Buchner, Josef; Andujar, Alberto – International Association for Development of the Information Society, 2019
In this article we describe how mobile devices enable immersive learning experiences. Expensive Head Mounted Displays (HMDs) are a thing of the past, as even inexpensive alternatives in combination with a smartphone make it possible to immerse oneself in virtual worlds. Learners then take these worlds as realistic, which can lead to cognitively…
Descriptors: Telecommunications, Educational Technology, Technology Uses in Education, Teaching Methods

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