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Walker, Heather E. – ProQuest LLC, 2018
Classroom management has been demonstrated to be a critical variable related to student outcomes; therefore, it should be treated as a core competency in teacher preparation. Evidence indicates there is a gap between how teachers are being prepared to manage classrooms and what they are experiencing once they enter the field as in-service…
Descriptors: College Students, Inclusion, Special Needs Students, Classroom Techniques
Sinharay, Sandip – Grantee Submission, 2018
Tatsuoka (1984) suggested several extended caution indices and their standardized versions that have been used as person-fit statistics by researchers such as Drasgow, Levine, and McLaughlin (1987), Glas and Meijer (2003), and Molenaar and Hoijtink (1990). However, these indices are only defined for tests with dichotomous items. This paper extends…
Descriptors: Test Format, Goodness of Fit, Item Response Theory, Error Patterns
Lopez, Ariana Colleen – ProQuest LLC, 2018
This mixed methods study examined whether participation in a virtual community of practice (vCoP) could impact the implementation of new skills learned in a professional development session and help to close the research to implementation gap. Six participants attended a common professional development session and completed pre- , mid- , and…
Descriptors: Faculty Development, Communities of Practice, Computer Simulation, Preschool Teachers
Keller, Thomas; Glauser, Philipp; Ebert, Nico; Brucker-Kley, Elke – International Association for Development of the Information Society, 2018
This paper examines the use of Virtual Reality (VR) at Swiss secondary schools. Despite many years of research, no well-founded data are available on the effects of the technology on children's learning success. It is assumed that VR is compatible with the learning theory of constructivism through the possibility of immersion, interaction, 3D…
Descriptors: Educational Technology, Technology Uses in Education, Secondary Education, Computer Simulation
Sharma, Amit; Nazir, Salman – International Association for Development of the Information Society, 2018
Increasingly, Massive Multiplayer Online Games (MMOG) and Virtual Worlds are being utilized for development of key competencies and 21st century skills in education. This paper is aimed at proposing a conceptual framework for the virtual world known as Second Life for potential application in Maritime Education & Training (MET). The need for…
Descriptors: Foreign Countries, College Students, Marine Education, Computer Simulation
Nix, Rebekah K. – Online Submission, 2018
Twenty years after its first application, the Integrated Science Learning Environment model (ISLE) proved still-useful in catalyzing novel thinking about the role of artifacts in shaping Holocaust remembrance at the graduate level. Drawing on new ideas from museum science and technology design, an updated framework, called Provocative Artifacts…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Learning Processes
Norouzian, Reza – ProQuest LLC, 2018
This dissertation consists of three manuscripts. The manuscripts contribute to a budding "methodological reform" currently taking place in quantitative second-language (L2) research. In the first manuscript, the researcher describes an empirical investigation on the application of two well-known effect size estimators, eta-squared (eta…
Descriptors: Bayesian Statistics, Second Language Learning, Language Research, Periodicals
Asiret, Semih; Sünbül, Seçil Ömür – Educational Sciences: Theory and Practice, 2016
In this study, equating methods for random group design using small samples through factors such as sample size, difference in difficulty between forms, and guessing parameter was aimed for comparison. Moreover, which method gives better results under which conditions was also investigated. In this study, 5,000 dichotomous simulated data…
Descriptors: Equated Scores, Sample Size, Difficulty Level, Guessing (Tests)
Bailey, Chris – Literacy, 2016
Recent work around the use of virtual world video games in educational contexts has conceptualised literacies as communal processes, whilst considering complex notions of collaboration through participants' multiplicity of presence in hybrid virtual/physical locations. However, further research is necessary in order to help us understand how the…
Descriptors: Singing, Video Games, Interpersonal Relationship, Ethnography
Hage, Maria Cristina F. N. S.; Massaferro, Ana Beatriz; Lopes, Érika Rondon; Beraldo, Carolina Mariano; Daniel, Jéssika – Advances in Physiology Education, 2016
Pericardial effusion can lead to cardiac tamponade, which endangers an animal's life. Ultrasound-guided pericardiocentesis is used to remove abnormal liquid; however, it requires technical expertise. In veterinary medical education, the opportunity to teach this procedure to save lives during emergencies is rare; therefore, simulators are…
Descriptors: Veterinary Medical Education, Diagnostic Tests, Simulation, Animals
Hao, Jiangang; Smith, Lawrence; Mislevy, Robert; von Davier, Alina; Bauer, Malcolm – ETS Research Report Series, 2016
Extracting information efficiently from game/simulation-based assessment (G/SBA) logs requires two things: a well-structured log file and a set of analysis methods. In this report, we propose a generic data model specified as an extensible markup language (XML) schema for the log files of G/SBAs. We also propose a set of analysis methods for…
Descriptors: Evaluation Methods, Games, Computer Assisted Testing, Data Collection
Wyse, Adam E.; Babcock, Ben – Journal of Educational Measurement, 2016
A common suggestion made in the psychometric literature for fixed-length classification tests is that one should design tests so that they have maximum information at the cut score. Designing tests in this way is believed to maximize the classification accuracy and consistency of the assessment. This article uses simulated examples to illustrate…
Descriptors: Cutting Scores, Psychometrics, Test Construction, Classification
Keller, Bryan; Chen, Jianshen – Society for Research on Educational Effectiveness, 2016
Observational studies are common in educational research, where subjects self-select or are otherwise non-randomly assigned to different interventions (e.g., educational programs, grade retention, special education). Unbiased estimation of a causal effect with observational data depends crucially on the assumption of ignorability, which specifies…
Descriptors: Computation, Influences, Observation, Data
Graham, Kendra; Anderson, James; Rife, Conrad; Heitmeyer, Bryce; Patel, Pranav R.; Nykl, Scott; Lin, Alan C.; Merkle, Laurence D. – IEEE Transactions on Learning Technologies, 2020
Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a…
Descriptors: Computer Networks, Information Security, Task Analysis, Computer Games
Kramer, Maria; Förtsch, Christian; Stürmer, Julia; Förtsch, Sonja; Seidel, Tina; Neuhaus, Birgit J. – Cogent Education, 2020
A key challenge for teachers is the evaluation of teaching and learning situations in the classroom. Video-based instruments are considered as effective tools for measuring teachers' skills for evaluating classroom situations. This article reports the development and validation of a video-based assessment tool for measuring biology teachers'…
Descriptors: Science Teachers, Secondary School Teachers, Biology, Measures (Individuals)

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