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Ward, Deborah M.; Esposito, M. C. Kate – Contemporary School Psychology, 2019
Adults with high-functioning autism spectrum disorder (HFASD) are understudied within the literature, especially within the context of employment. Extant data, though limited, suggests competitive integrated employment rates which are significantly lower than nuerotypical individuals. Researchers have suggested that one factor related to these low…
Descriptors: Computer Simulation, Adults, Autism, Pervasive Developmental Disorders
Shackelford, Laura; David Huang, Wenhao; Craig, Alan; Merrill, Cameron; Chen, Danying – Educational Media International, 2019
Virtual reality (VR) and game-based learning strategies have rarely been investigated together with a keen focus on motivational processing. This lack of understanding on motivational support of VR game-based learning has hindered the design of such environments to effectively and efficiently support intended learning processes. The study revealed…
Descriptors: Computer Simulation, Learning Strategies, Educational Games, Learning Processes
Kuo, Kuo-Hsing; Leo, Joyce M. – Anatomical Sciences Education, 2019
Many technological innovations have changed the traditional practice of medical education and clinical practice. Whole slide imaging (WSI) technology provided an unique way of viewing conventional glass slides in histology and pathology laboratories. The WSI technology digitalized glass slide images and made them readily accessible via the…
Descriptors: Laboratory Equipment, Medical Education, Medical Students, Computer Simulation
Kim, Seunghyun; Heo, Ryoun; Chung, Yeonji; Kim, Jung Min; Kwon, Michelle P.; Seo, Sung Chul; Park, Gil-Hong; Kim, Meyoung-Kon – Journal of Science Education and Technology, 2019
A major goal of education is to help students retain as much meaningful information as possible for long periods of time. The learning process by which students acquire new knowledge and behaviors is closely related to memory, which is the core of cognition. In a previous study, we developed virtual reality visualization model (VRVM) that can be…
Descriptors: Computer Simulation, Metabolism, Biochemistry, Learning Processes
Morley, D.; Bettles, S.; Derham, C. – Higher Education Pedagogies, 2019
With an increasing emphasis on the importance of real-world learning in higher education, coupled with demand for placement experience, simulation has become an increasingly popular pedagogy. However, literature is scant on how students feed-forward their learning from the simulation debrief into placement. A mixed-method study of 108 student…
Descriptors: Simulation, Nursing Students, Feedback (Response), Experiential Learning
Belboukhaddaoui, Ilham; van Ginkel, Stan – Research on Education and Media, 2019
Although scholars emphasised the essence of feedback delivered on virtual reality-based tasks, it remains unclear whether the acquisition of students' oral presentation skills can be enhanced by the timing of feedback. An exploratory study, recently conducted in a Dutch university, explores the potential differential impact of immediate versus…
Descriptors: Public Speaking, Skill Development, Feedback (Response), Computer Simulation
Huang, Yu-Chih; Backman, Sheila J.; Backman, Kenneth F.; McGuire, Francis A.; Moore, DeWayne – Education and Information Technologies, 2019
With the development and evaluation of information technology, virtual reality technology provides opportunities to offer an immersive and interactive experience for supplementing traditional classroom lecture and creating innovative online learning in education curricula and professional training. Given that the arena of 3D entertainment-oriented…
Descriptors: Self Determination, Learning Motivation, Computer Simulation, Information Technology
Stieler-Hunt, Colleen; Jones, Christian – British Journal of Educational Technology, 2019
The benefits of using digital games in the curriculum are well documented in literature. Most teachers who use digital games use short-form drill-and-practice learning games rather than the kinds of games most students would choose to play in their free time. The use of more interactive, immersive digital games (IDGs) in classrooms tends to be…
Descriptors: Faculty Development, Mentors, Computer Games, Teaching Methods
Martha, Ati Suci Dian; Santoso, Harry B. – Journal of Educators Online, 2019
A pedagogical agent is an anthropomorphic virtual character used in an online learning environment to serve instructional purposes. The design of pedagogical agents changes over time depending on the desired objectives for them. This article is a systematic review of the research from 2007 to 2017 related to the design factors of pedagogical…
Descriptors: Instructional Design, Teaching Methods, Student Behavior, Online Courses
Price, Colin B.; Price-Mohr, Ruth – Physics Education, 2019
We introduce a virtual physics laboratory, 'PhysLab', created using 3D video game technology suitable for advanced level physics courses in secondary schools. This comprises 32 simulated experiments covering a range of physics topics, selected in collaboration with practicing school teachers. PhysLab is made available at no cost for the physics…
Descriptors: Physics, Science Laboratories, Computer Uses in Education, Secondary School Science
Pearlman, Melanie – Science Teacher, 2019
Spices, of course, do not make a meal, but they make a meal more enjoyable and memorable. Games do the same, allowing teachers to interact with their students in a different way than they normally do. They also have the potential to challenge and assess students' understanding of content. Games allow teachers to "play" with their…
Descriptors: Science Instruction, Educational Games, Teaching Methods, Course Content
Fielder, James D. – Journal of Political Science Education, 2019
This single lesson classroom game is designed to test student knowledge of Realist and Liberal concepts through an imbalanced resource bargaining mechanic. The game is designed for approximately 20 students divided into state teams of three to four students each and uses chocolate to represent the state teams' economic capacity, military…
Descriptors: Teaching Methods, Educational Games, Active Learning, International Relations
Arts-Based Instructional and Curricular Strategies for Working with Virtual Educational Applications
Steele, Patricia; Johnston, Elizabeth; Lawlor, Andrew; Smith, Cassandra; Lamppa, Sonja – Journal of Educational Technology Systems, 2019
In the 21st century, easy access to visually rich, immersive, student-centered, virtual applications could augment or replace text-based learning. However, the new developments are offset by the lack of insight into pedagogies needed to guide educators through a visual learning environment. The purpose of this directed content analysis was to…
Descriptors: Computer Simulation, Teaching Methods, Visual Learning, Content Analysis
Eastep, Carley V.; Harrell, Grace K.; McPeak, Alexandria N.; Versypt, Ashlee N. Ford – Chemical Engineering Education, 2019
An interactive MATLAB simulation app and design project are described for introducing chemical engineering concepts to engineering freshmen. A MATLAB simulation for pharmaceutical drug dosing is packaged with a graphical user interface in an app that is student friendly. Minimal engineering or coding knowledge is necessary to operate and…
Descriptors: College Freshmen, Chemical Engineering, Computer Uses in Education, Computer Oriented Programs
Pallas, Josh; Eidenfalk, Joakim; Engel, Susan – Australasian Journal of Educational Technology, 2019
This article reports on a pilot undergraduate subject that incorporated a range of technology-enhanced learning approaches including online lectures, an online site for in and out of class communications, and strong encouragement for students to blog and use Twitter. This paper evaluates student engagement through the social networking sites…
Descriptors: Undergraduate Students, Learner Engagement, Social Media, Computer Uses in Education

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