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Vea, Tanner – British Journal of Educational Technology, 2019
In this paper, I consider a social movement for animal rights as a site of learning about a particular form of ethics. I use a multiliteracies framework, which emphasizes critical consumption and creation across a range of media forms, to consider how learning unfolds using a different kind of medium: the affective body. Activists in this study…
Descriptors: Multiple Literacies, Animals, Ethics, Activism
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Zorrilla, David; Sánchez-Márquez, Jesús; García, Víctor; Fernández, Manuel – Journal of Chemical Education, 2019
Teaching and understanding the concepts related to ideal gases and their transformations is relatively uncomplicated. However, for science and engineering students, reaching an understanding of and assimilating the concepts related to real gases and their transformations is a more difficult goal. Backed by their considerable experience teaching…
Descriptors: Computer Simulation, Teaching Methods, Science Instruction, Scientific Concepts
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Brazhkin, Vitaly; Zimmerman, Honey – Decision Sciences Journal of Innovative Education, 2019
Multiround business simulation games have been gaining popularity in higher education. However, certain aspects of experiential learning of individual students in the game remain unaddressed in research literature. Team assessments, such as team papers, appear a common, "natural" choice given the team-based nature of the games but may…
Descriptors: Student Attitudes, Business Administration Education, Simulation, Experiential Learning
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Taramopoulos, Athanasios; Psillos, Dimitrios – Journal of Science Education and Technology, 2019
This study investigates the impact of utilizing dynamically linked concrete and abstract representations of objects in modern, virtual electric circuit laboratories on the cognitive evolution and the representational fluency of high school students. The students (N = 27, aged 16-17) were randomly divided into two classes: the first class used a…
Descriptors: Science Laboratories, High School Students, Cognitive Development, Educational Technology
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Lochner, Johanna; Rieckmann, Marco; Robischon, Marcel – Journal of Education for Sustainable Development, 2019
A core aim of Education for Sustainable Development (ESD) is to link local action with global thinking. In this systematic literature review, we quantitatively and qualitatively analyzed a sample of 158 peer-reviewed articles on school gardening. Our particular interest was in Virtual School Garden Exchanges (VSGEs). In VSGEs, learners plant…
Descriptors: Gardening, Sustainable Development, Environmental Education, Computer Simulation
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Poitras, Eric G.; Li, Shan; Udy, Laurel; Huang, Lingyun; Lajoie, Susanne P. – Research on Education and Media, 2019
Investigating disengagement is a continuing concern within computer-based learning environments. Drawing upon several strands of research into preservice teacher learning with network-based tutors, this paper outlines an object orientation to conceptualize a type of disengaged behaviour referred to as carelessness. We further differentiate this…
Descriptors: Preservice Teachers, Educational Technology, Preservice Teacher Education, Technology Integration
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Nasse, Joseph A.; McAteer, Daniel; Hughes, Karlton D.; Kelbon, Christopher; Mugweru, Amos; Grinias, James P. – Journal of Chemical Education, 2019
Instruction on the design of analytical instrumentation is a critical component of the analytical chemistry curriculum. To simplify this process and enable students to directly see how the instruments that are in their own laboratory setting work, the use of augmented reality technology can be implemented. In this report, the "HP Reveal"…
Descriptors: Science Instruction, College Science, Undergraduate Study, Chemistry
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Norlund, Anita – International Journal of Mobile and Blended Learning, 2019
Reality technologies are being introduced in schools due to high anticipated or claimed educational benefits. This article explores the reliability of foundations of such claims for use of three kinds of technology-based 'environments': virtual, augmented and mixed reality. It is a follow-up of a previous stage in a research review and includes 35…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Computer Simulation
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Briscoe, Michael – Science Teacher, 2019
FLEET is a free ship-design simulator that reaches students in their native environment--video games. It is also a physics simulator that applies content first learned through hands-on scientific investigations. Using FLEET, students design and use ships for various naval missions by mastering scientific concepts such as force, energy, and work,…
Descriptors: Video Games, Computer Simulation, Physics, Hands on Science
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Parsons, Eric; Koedel, Cory; Tan, Li – Journal of Educational and Behavioral Statistics, 2019
We study the relative performance of two policy-relevant value-added models--a one-step fixed effect model and a two-step aggregated residuals model--using a simulated data set well grounded in the value-added literature. A key feature of our data generating process is that student achievement depends on a continuous measure of economic…
Descriptors: Value Added Models, Economically Disadvantaged, Academic Achievement, Low Income Students
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Vitale, Jonathan M.; Applebaum, Lauren; Linn, Marcia C. – Cognition and Instruction, 2019
Graphs illustrating complex scientific relationships require students to integrate multiple concepts and visual features into a coherent understanding. We investigate ways to support students in integrating their understanding of density concepts through a graph that is linked to a simulation depicting the relationship between mass, volume, and…
Descriptors: Graphs, Scientific Concepts, Concept Formation, Grade 8
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Bandyopadhyay, Subir; Szostek, Jana – Journal of Education for Business, 2019
Critical thinking is a skill that potential employers expect all graduates to possess. Hence, most business management programs consider critical thinking as an important student learning goal. Unfortunately, there is ambiguity about how to best assess critical thinking, both as a skill and a learning outcome. The authors empirically demonstrate…
Descriptors: Critical Thinking, Business Administration Education, College Students, Student Evaluation
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Hite, R. L.; Jones, M. G.; Childers, G. M.; Ennes, M.; Chesnutt, K.; Pereyra, M.; Cayton, E. – Journal of Science Education and Technology, 2019
Virtual presence describes a users' perception of a virtual reality (VR) environment (VRE), specifically, of their "involvement" (sense of control within a virtual environment with minimal distractions) and "immersion" (multi-input sensory engagement providing apparent realism of objects and interactions). In education, virtual…
Descriptors: Correlation, Adolescents, Cognitive Development, Adolescent Attitudes
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Page, Tom; Thorsteinsson, Gisli – Journal of Educational Technology, 2019
This paper presents general aspects of the development process for a technology education curriculum in Iceland University of Education during 2007-2008. The background to a research project in the field of using simulation learning tools and other new learning media as a supporting tool for learning and as an essential part of the new learning…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Computer Simulation
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Albano, Anthony D.; Cai, Liuhan; Lease, Erin M.; McConnell, Scott R. – Journal of Educational Measurement, 2019
Studies have shown that item difficulty can vary significantly based on the context of an item within a test form. In particular, item position may be associated with practice and fatigue effects that influence item parameter estimation. The purpose of this research was to examine the relevance of item position specifically for assessments used in…
Descriptors: Test Items, Computer Assisted Testing, Item Analysis, Difficulty Level
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