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Sabo, Hannah C.; Elby, Andrew – Physical Review Physics Education Research, 2020
[This paper is part of the Focused Collection on Curriculum Development: Theory into Design.] This paper proposes the rethinking of the division of labor between physics education research curriculum developers and classroom instructors. Historically, both curriculum developers and instructors have taken responsibility for fostering students'…
Descriptors: Teamwork, Group Dynamics, Physics, College Science
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Makransky, Guido; Petersen, Gustav B.; Klingenberg, Sara – British Journal of Educational Technology, 2020
Science-related competencies are demanded in many fields, but attracting more students to scientific educations remains a challenge. This paper uses two studies to investigate the value of using Immersive Virtual Reality (IVR) laboratory simulations in science education. In Study 1, 99 (52 male, 47 female) seventh (49) and eighth (50) grade…
Descriptors: Computer Simulation, Technology Integration, Science Interests, Science Careers
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Wu, Bian; Yu, Xiaoxue; Gu, Xiaoqing – British Journal of Educational Technology, 2020
With the availability of low-cost high-quality head-mounted displays (HMDs) since 2013, there is a growing body of literature investigating the impact of immersive virtual reality (IVR) technology on education. This meta-analysis aims to synthesize the findings on the overall effects of IVR using HMDs compared to less immersive desktop virtual…
Descriptors: Meta Analysis, Computer Simulation, Teaching Methods, Comparative Analysis
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Kynigos, Chronis; Grizioti, Marianthi – British Journal of Educational Technology, 2020
Although there is wide rhetoric that programming should be learnt by all as an element of computational thinking (CT), in practice, it is mostly implemented narrowly as an end in itself consisting of routine practice and traditional testing of the ability to code. This paper discusses a way in which programming could be seen through a wider…
Descriptors: Educational Games, Thinking Skills, Computation, Affordances
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Petersen, Gustav B.; Klingenberg, Sara; Mayer, Richard E.; Makransky, Guido – British Journal of Educational Technology, 2020
Immersive Virtual Reality (IVR) is being used for educational virtual field trips (VFTs) involving scenarios that may be too difficult, dangerous or expensive to experience in real life. We implemented an immersive VFT within the investigation phase of an inquiry-based learning (IBL) climate change intervention. Students investigated the…
Descriptors: Field Trips, Educational Technology, Technology Uses in Education, Computer Simulation
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Kaliyaperumal, Surendheran; Abd Wahab, Mohd Helmy; Sagayam, K. Martin; Ambar, Radzi; Poad, Hazwaj Mhd – Asian Journal of University Education, 2020
Due to the increased shifts in recent technologies, the education sector has also started to reshape itself to face the future. Augmented Reality (AR) and Virtual Reality (VR) are among the few recent trends that drive this shift forward. This study was set to study the impact of pairing a video lecture course with an AR presentation. A class of…
Descriptors: Computer Simulation, Demonstrations (Educational), Electronic Learning, Video Technology
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Heintzman, Ryan – Review of International Geographical Education, 2020
Students completing an introductory physical geography course used an interactive geovisualizations (iGEO) lab exercise centered around lightning in northern Arizona to investigate atmospheric processes. This iGEO looks and plays like a conventional videogame where the student controls an avatar in a 3D environment. This iGEO was inspired by…
Descriptors: Teaching Methods, Physical Geography, Game Based Learning, Web Based Instruction
Bramley, Tom – Research Matters, 2020
The aim of this study was to compare, by simulation, the accuracy of mapping a cut-score from one test to another by expert judgement (using the Angoff method) versus the accuracy with a small-sample equating method (chained linear equating). As expected, the standard-setting method resulted in more accurate equating when we assumed a higher level…
Descriptors: Cutting Scores, Standard Setting (Scoring), Equated Scores, Accuracy
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Gecu-Parmaksiz, Zeynep; Delialioglu, Ömer – Interactive Learning Environments, 2020
This study compares the effect of Augmented Reality (AR) based virtual manipulatives to physical manipulatives for teaching geometric shapes to preschool children to improve their spatial skills. A quasi-experimental research design was utilized in order to answer the research questions. The context of the research was a public primary school in…
Descriptors: Computer Simulation, Learning Activities, Preschool Children, Spatial Ability
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Alpak, Elif Merve; Düzenli, Tugba; Mumcu, Sema – International Journal of Technology and Design Education, 2020
The aim of an urban space design is creating successful open spaces that can provide a high level of pleasure and contribute to urban life by meeting human needs and expectations. Successful open spaces are closely related to existence of seating furniture discussed in multiple dimensions and designed in order to provide affordances for various…
Descriptors: Furniture, Urban Areas, Design, Aesthetics
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Dirin, Amir – Turkish Online Journal of Educational Technology - TOJET, 2020
Contemporary technological advancements, such as augmented reality and virtual reality, have extended smartphones' capabilities further than ever before. These devices are especially popular among students for performing their educational activities. However, students are skeptical or hesitant to try new technologies for various physical and…
Descriptors: Student Attitudes, Schemata (Cognition), Computer Simulation, Telecommunications
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Boda, Phillip A.; Brown, Bryan – Journal of Science Education and Technology, 2020
Science achievement gaps exhibit racial disparities starting in primary grades and have been shown to persist through middle and high school. In turn, increasing positive attitudes toward science have been shown as one factor that affects academic achievement and motivation among K-12 students. Exploring novel ways that technology can influence…
Descriptors: Computer Simulation, Science Achievement, Scientific Attitudes, Student Motivation
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Katsaros, Nikolaos A.; Stasinakis, Panagiotis K. – Biochemistry and Molecular Biology Education, 2020
In this article, we present the simulation software called Aipotu and we propose a way to use it in order to promote Evolution Learning and Teaching. Through activities, included in a worksheet, students gradually gain new knowledge not only on evolution and its genetic base but on the concept of simulation and scientific modeling as well. Aipotu…
Descriptors: Evolution, Science Instruction, Teaching Methods, Learning Processes
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Kaizer, Betânia Mafra; Sanches da Silva, Carlos Eduardo; Zerbini, Thaís; Paiva, Anderson Paulo – European Journal of Training and Development, 2020
Purpose: The purpose of this study is a bibliometric and descriptive review of the literature on instruction planning of training offered in the e-learning modality in work corporations to identify methodologies and experiences that will serve as a model for professionals working in planning e-learning training in the corporate context.…
Descriptors: Foreign Countries, Electronic Learning, Workplace Learning, Instructional Design
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Bilsland, Christine; Nagy, Helga; Smith, Phil – International Journal of Work-Integrated Learning, 2020
This article is a scholarly discussion that outlines current studies of virtual training and internships in hospitality and tourism, and questions how these approaches can satisfy hospitality and tourism industry requirements in post-COVID19 environments. It reviews existing literature and compares best-practice approaches. In particular, this…
Descriptors: Computer Simulation, Internship Programs, Work Experience Programs, Hospitality Occupations
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