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Kibirige, Israel; Bodirwa, Kgashane Bethuel – Journal of Baltic Science Education, 2021
Teachers use different pedagogies to improve learners' performance. The study explored the effect of Computer Simulations (CS) on Grade 11 learners' performance when taught Plants Biodiversity. A Solomon FourGroup design was used to cater for internal and external validity. Sixty-six learners were assigned to two Control Groups (CG) taught using…
Descriptors: Instructional Effectiveness, Science Instruction, Plants (Botany), Biodiversity
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Hernández-Lara, Ana Beatriz; Perera-Lluna, Alexandre; Serradell-López, Enric – Education & Training, 2021
Purpose: With the growth of digital education, students increasingly interact in a variety of ways. The potential effects of these interactions on their learning process are not fully understood and the outcomes may depend on the tool used. This study explores the communication patterns and learning effectiveness developed by students using two…
Descriptors: Game Based Learning, Learning Analytics, Computer Mediated Communication, Asynchronous Communication
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Moradoff, Yafit; Kramarski, Bracha; Heaysman, Orna – Teachers and Teaching: Theory and Practice, 2021
One of the required 21st-century skills necessary to cope with challenging tasks in teaching is nurturing active independent learners who can perform self-regulated learning (SRL). To support teachers in attaining and transferring their newly acquired knowledge and practices to real-time teaching in the classroom, an effective professional…
Descriptors: Student Centered Learning, Authentic Learning, Simulation, Self Management
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Monroe, Scott – Journal of Educational and Behavioral Statistics, 2021
This research proposes a new statistic for testing latent variable distribution fit for unidimensional item response theory (IRT) models. If the typical assumption of normality is violated, then item parameter estimates will be biased, and dependent quantities such as IRT score estimates will be adversely affected. The proposed statistic compares…
Descriptors: Item Response Theory, Simulation, Scores, Comparative Analysis
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Baumann, Erin; FitzGibbon, John – Journal of Political Science Education, 2021
Simulations have long been an important pedagogical tool in the fields of Politics and International Relations. Their more widespread use, however, has been prevented by a combination of perceived barriers to entry in required time and planning. This article seeks to help faculty overcome these barriers and to lessen the burdens associated with…
Descriptors: Political Science, Simulation, Teaching Methods, College Faculty
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Pande, Prajakt; Thit, Amalie; Sørensen, Anja Elaine; Mojsoska, Biljana; Moeller, Morten E.; Jepsen, Per Meyer – Research in Learning Technology, 2021
Our main goal was to investigate if and how using multiple immersive virtual reality (iVR) simulations and their video playback, in a science course, affects student learning over time. We conducted a longitudinal study, in ecological settings, at an undergraduate field-course on three topics in environmental biology. Twenty-eight undergraduates…
Descriptors: Instructional Effectiveness, Science Instruction, Biology, Environmental Education
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Hülagü, Renk; Erkarslan, Önder – Design and Technology Education, 2021
The aim of this research is to design a system that will raise awareness among vocational education students about occupational health and safety and the integration of Augmented Reality (AR) systems into the application/concept. Simply, projected on the work force surface, the AR system warns the students as they perform actions that pose a risk,…
Descriptors: Occupational Safety and Health, Safety Education, Vocational Education, Vocational High Schools
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Egea-Vivancos, Alejandro; Arias-Ferrer, Laura – E-Learning and Digital Media, 2021
The extension of technology in current society has encouraged teachers to introduce products based on VR and IVR in their classrooms, especially video games. In this paper the specific role of video games in cultural heritage and history teaching is analyzed. Moreover, the results of recent research on the application of video games in Secondary…
Descriptors: History Instruction, Instructional Design, Educational Games, Video Games
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Deng, Liping; Shen, Ying Wang; Chan, Jackie W. W. – TechTrends: Linking Research and Practice to Improve Learning, 2021
This paper is a report of a cross-cultural online collaboration between two cohorts of pre-service teachers in Hong Kong, China and an American university in St. Paul, Minnesota. It explicates the pedagogical design and implementation of online tools for group collaboration and students' perceptions of the benefits and challenges. Multiple…
Descriptors: Teaching Methods, Culturally Relevant Education, Intercultural Communication, Computer Mediated Communication
Moorman, Lynn; Cerney, Dawna; Gielstra, Dianna; Foster, Ellen; Villa Cerveny, Niccole – Geography Teacher, 2021
GeoCamp Iceland is a local program designed in Iceland to provide "field-based educational experiences dedicated to increasing knowledge through practical and active learning" in subjects related to earth science and renewable energy (Morrill and Waite 2019). Since 2015, NCGE has partnered with GeoCamp Iceland to offer an in-service,…
Descriptors: Foreign Countries, Experiential Learning, Earth Science, Energy Conservation
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Wu, Mei-Hung – Computer Assisted Language Learning, 2021
The rise of augmented reality hits the world of Information, Communication and Technology which brings about the booming phenomenon of mobile games. One of hot mobile game with the successful application of augmented reality is "Pokémon Go," issued in August 2016. The uses of augmented reality not only give the gamers a new kind…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Computer Games
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Çetinkaya Özdemir, Ezgi; Akyol, Hayati – International Journal of Progressive Education, 2021
The aim of this study was to examine the effect of augmented reality-based reading activities on reading comprehension, reading motivation, attitude towards reading and class participation of fourth grade elementary students, and to obtain the students' views regarding this. The research was conducted with 54 fourth grade students attending two…
Descriptors: Elementary School Students, Reading Attitudes, Attitude Measures, Grade 4
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Jalaluddin, Ilyana; Darmi, Ramiza; Ismail, Lilliati – Asian Journal of University Education, 2021
This repeated measure experiment study aimed to explore LINUS students or Low Achiever (LA) students' improvement in learning English language vocabularies using Mobile Augmented Visual Reality (MAVR). It specifically tried to analyse the effect of MAVR on the English vocabulary development of 45 primary school students from the LINUS programme in…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Elementary School Students
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Johnson, Christie W.; Voelkel, Robert H., Jr. – International Journal of Leadership in Education, 2021
Increasingly, research suggests that successful professional learning communities (PLCs) worldwide need effective principals to strengthen pedagogy and develop skills that facilitate team planning to increase student achievement. Using immersive simulations to help teachers build skills and increase self-efficacy is also supported in research. Few…
Descriptors: Leadership Training, Principals, Central Office Administrators, Administrator Attitudes
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Songkram, Noawanit; Chootongchai, Suparoek; Khlaisang, Jintavee; Koraneekij, Prakob – Interactive Learning Environments, 2021
This paper proposes an education 3.0 system called Mutual Learning Community (MLCOM) by combining the subsystems of the Virtual based Learning Classroom (VLC), Mobile based Learning Classroom (MLC), and Flipped Learning Classroom (FLC). In terms of originality, the findings lead to the key elements of the system architecture to develop MLCOM,…
Descriptors: Educational Technology, Technology Uses in Education, Foreign Countries, Telecommunications
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