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A. Lynn Stephens – Journal of Research in Science Teaching, 2024
It is widely recognized that we need to prepare students to think with data. This study investigates student interactions with digital data graphs and seeks to identify what might prompt them to shift toward using their graphs as thinking tools in the authentic activity of doing science. Drawing from video screencast data of three small groups…
Descriptors: Graphs, Data, Interaction, Electronic Learning
Kangkang Li; Qian Yang; Xianmin Yang – IEEE Transactions on Learning Technologies, 2024
The student-generated question (SGQ) strategy is an effective instructional strategy for developing students' higher order cognitive and critical thinking. However, assessing the quality of SGQs is time consuming and domain experts intensive. Previous automatic evaluation work focused on surface-level features of questions. To overcome this…
Descriptors: Computer Simulation, Artificial Intelligence, Computer Assisted Testing, Automation
Luis Alberto Laurens-Arredondo – Education and Information Technologies, 2024
The use of technologies in the classroom has become one of the main allies for university teachers in pedagogical innovation, especially during, and after the pandemic. Therefore, the main objective of this article is to investigate how different types of innovative technologies are most effective in increasing motivation among university…
Descriptors: Educational Technology, Student Motivation, Technology Uses in Education, College Students
Marc Gilbey; Shea Palmer; Louise Moody; Christopher Newton; Natasha Taylor; Ksenija Maravic da Silva – Journal of Workplace Learning, 2024
Purpose: This study, which is a cross-sectional survey, aims to investigate health-care academics, clinicians and students' perspectives of health-care simulation-based learning (SBL) and extended reality (XR) haptics use within health-care education. Participants' views regarding the application, barriers and facilitators of SBL and XR haptics…
Descriptors: Allied Health Occupations Education, Surveys, Technology Uses in Education, Computer Simulation
Kai-Yi Chin; Ching-Sheng Wang – Interactive Learning Environments, 2024
This study developed a VR-based mobile learning system to simulate the natural environment of a geopark for university students to learn geological knowledge. This learning method used a Google cardboard equipped with smartphones, where students can watch stereoscopic scenes and experience virtual environments as if visiting the geopark. In order…
Descriptors: Foreign Countries, Computer Simulation, Handheld Devices, Geology
Joanna Pyrkosz-Pacyna; Marcin Zwierzdzynski; Jowita Guja; Maria Lis; Dominika Bulska – Educational Technology & Society, 2024
In this article, we present the results of research conducted to investigate the perception of VR educational materials for space technology courses being developed at a technological university in Europe. Our aim was to identify potential barriers faced by men and women when entering and continuing this form of education. As both VR and space…
Descriptors: Space Sciences, Computer Simulation, Educational Technology, Barriers
Xingyu Geng; Yu-Sheng Su – International Journal of Science and Mathematics Education, 2024
The metaverse offers unique opportunities for K-12 students to learn STEM subjects in online and blended settings, providing interactive and authentic experiences. Although previous studies have produced mixed findings on the influence of the metaverse on perceptions and academic achievement of online and blended STEM learning, it is necessary to…
Descriptors: Elementary Secondary Education, Educational Technology, Technology Uses in Education, STEM Education
Yonit Nissim; Eyal Weissblueth – Cogent Education, 2024
Teacher training in the technological age is a complex matter requiring thought, action, and research. In this qualitative study, we examined the reflective constructive perspectives of in-service graduate students in the process of training for the education and teaching professions. The current study continues previously published studies…
Descriptors: Computer Simulation, Professional Identity, Self Efficacy, Constructivism (Learning)
Marie Irmer; Dagmar Traub; Birgit J. Neuhaus – Cogent Education, 2024
A core element of teacherss' professional knowledge is their Pedagogical Content Knowledge (PCK). The Refined Consensus Model of PCK defines three realms of PCK: collective PCK, personal PCK and enacted PCK. ePCK encompasses the acts of planning and reflecting on a lesson. Digital simulations allow the training of transferring pPCK to ePCK in…
Descriptors: Preservice Teacher Education, Preservice Teachers, Science Teachers, Biology
I -Jui Lee; Hsiu-Ting Hsu – Interactive Learning Environments, 2024
Autism Spectrum Disorder (ASD) involves social skills deficits, hindering effective communication and meaningful relationships. Prior research indicates that Augmented Reality (AR) games appeal to children with ASD for learning social skills but lack a structured framework and clear instructions for grasping social concepts. Therefore, this…
Descriptors: Computer Simulation, Story Telling, Educational Strategies, Computation
Jared R. Morris; Elizabeth M. Hughes; David Lee – Learning Disabilities: A Contemporary Journal, 2024
The purpose of this study was to examine the effects of utilizing explicit instruction, point-of-view video modeling, and augmented reality technology to teach mathematics to students with disabilities. A multiple probe single-case research design was used. Three students with Learning Disabilities (LD) who were receiving special education…
Descriptors: Direct Instruction, Video Technology, Numeracy, Numbers
Mark Anthony Camilleri – Interactive Technology and Smart Education, 2024
Purpose: Many educators are increasingly acquainting themselves and becoming adept with interactive technologies like augmented reality and virtual reality. Some of them are also looking forward to using Metaverse applications, as they want to benefit from its immersive three-dimensional capabilities. Therefore, the purpose of this study is to…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Cost Effectiveness
Julianna Washington; Candace Walkington – Grantee Submission, 2024
This article explores the use of Extended Reality (XR) technologies, such as Augmented Reality (AR) and motion capture, in mathematics instruction, specifically focusing on geometry learning. Our research highlights the challenges students face in learning geometry due to its abstract nature and the potential of XR technologies to create…
Descriptors: Mathematics Instruction, Geometry, Physical Environment, Simulated Environment
Fahad H. Abdeen; Waheeb S. Albiladi – Interactive Learning Environments, 2024
The purpose of this study was to identify factors that affect the adoption of a virtual reality (VR) technology among parents of adults with autism spectrum disorder (ASD). The study sought to learn what might increase adoption of VR technology among other parents of individuals with ASD. The study employed interviews, focus groups, and…
Descriptors: Computer Simulation, Educational Technology, Autism Spectrum Disorders, Parent Attitudes
Pelin Yildirim; Gonca Kececi – Journal of Computer Assisted Learning, 2024
Background: Science history is a discipline that teaches the development of scientific thought and the discoveries of scientists. However, these topics can sometimes be abstract and difficult to understand. The use of technology can make the teaching of the history of science more effective, engaging, and accessible. By providing students with…
Descriptors: Science Instruction, Teaching Methods, Science History, Scientists