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Angelique Jenney; Jennifer Koshan; Carla Ferreira; Narmin Nikdel; Christina Tortorelli; Torri Johnson; Aurora Allison; Breanne Krut; Ambereen Weerahandi; Krista Wollny; Nathan Pronyshyn; Georgina Marie Bagstad – Journal of Social Work Education, 2023
Gender-based violence (GBV) is global issue, requiring specialized knowledge, attitudes, and skills. The most effective responses are interdisciplinary, involving social work, healthcare, and the justice system. While GBV was exacerbated during the pandemic, many students faced a reduced availability of practice opportunities to learn how to…
Descriptors: Sexual Abuse, Intervention, COVID-19, Pandemics
Charlotte A. Dodson; Stephen E. Flower; Mark Thomas – Journal of Chemical Education, 2023
Industrial drug discovery teams encompass scientists from multiple specialties and require participants to communicate effectively across disciplinary boundaries. In this paper, we present an undergraduate or graduate classroom simulation of this environment. Over a series of five workshops, student teams of mixed scientific backgrounds perform…
Descriptors: Drug Therapy, Pharmacy, Teamwork, Interdisciplinary Approach
Yu Wang; Manyu Li; Xiang-Sheng Wang; Amanda Gildersleeve; Nadia Turki – Journal of Chemical Education, 2023
This study reported the application of an interactive Open Education Resource, namely, an open virtual experiment simulator education tool (OVESET), in teaching the kinetics of atom transfer radical polymerization (ATRP) in a polymer science classroom. The OVESET ATRP kinetic simulator aims at improving students' inductive reasoning skills.…
Descriptors: Computer Simulation, Educational Technology, Open Educational Resources, Science Experiments
Fussell, Stephanie G.; Truong, Dothang – Interactive Learning Environments, 2023
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into training environments. This study investigated students' intentions to use VR for training. The Technology Acceptance Model (TAM) was expanded to include two factors that are relevant to using VR in a dynamic learning environment. A survey of 310…
Descriptors: Computer Simulation, Aviation Education, Technology Uses in Education, Student Attitudes
Amy Adair; Ellie Segan; Janice Gobert; Michael Sao Pedro – Grantee Submission, 2023
Developing models and using mathematics are two key practices in internationally recognized science education standards, such as the Next Generation Science Standards (NGSS). However, students often struggle with these two intersecting practices, particularly when developing mathematical models about scientific phenomena. Formative…
Descriptors: Artificial Intelligence, Mathematical Models, Science Process Skills, Inquiry
McKenzie R. Behrendt; Stacy Smallfield; Jessica Semin; Kevin A. Kupzyk – Journal of Occupational Therapy Education, 2023
Healthcare educators are encouraged to provide both skill-based practical exams and interprofessional experiences to prepare students for clinical practice. With skill-based exams come increased student stress and anxiety. This article reports on the development, exploratory outcomes, and lessons learned from an ungraded objective structured…
Descriptors: Occupational Therapy, Doctoral Students, Undergraduate Students, Nursing Students
Regania Pasca Rassy; Nur Azlina Mohamed Mokmin – International Society for Technology, Education, and Science, 2023
In this century, Augmented Reality (AR) is a "reality" technology that has begun to be integrated into the school curriculum and subjects. As one of the learning strategies, the goal is to help increase student learning motivation, the effectiveness of learning activities, and much more. Unfortunately, only a few studies incorporate AR…
Descriptors: Learning Disabilities, Students with Disabilities, Physical Education, Technology Uses in Education
Jing Ma; Yanchi Jin; Di Zhao; Liwei Chen – International Journal of Technology in Teaching and Learning, 2023
The arrival of the metaverse, as a new generation of information technology, will bring great changes to people's production, life, and learning. The educational metaverse is regarded as a new form of educational development, which will bring a transformative impact on educational teaching activities. In this context, this study has developed a…
Descriptors: Technology Uses in Education, Educational Technology, Computer Simulation, Experimental Teaching
Calfa, Bruno; Banholzer, William; Alger, Monty; Doherty, Michael – Chemical Engineering Education, 2017
This paper describes a web-based suite of simulation games that have the purpose to enhance the chemical engineering curriculum with business-oriented decisions. Two simulation cases are discussed whose teaching topics include closing material and energy balances, importance of recycle streams, price-volume relationship in a dynamic market, impact…
Descriptors: Computer Simulation, Chemical Engineering, Computer Games, Energy
Álvaro Antón-Sancho; Diego Vergara; Pablo Fernández-Arias – Smart Learning Environments, 2024
Virtual Reality (VR) is a computer-generated environment with noteworthy didactic applications in different educational levels and areas of knowledge. The study of the perceptions of the agents involved about the use of VR in lectures is a fruitful line of research because it has implications in terms of the measures to be taken to improve the…
Descriptors: Computer Simulation, College Faculty, Social Sciences, Engineering
Kristen Foley; Heather L. Petcovic; Steven Semken – Journal of Geoscience Education, 2024
Virtual field experiences (VFEs) are augments to traditional fieldwork in the geosciences that are seeing increasing use in college courses. However, VFEs that are not easily located and implemented in courses by geoscience instructors have little to no value. This qualitative, descriptive study engaged five focus groups of U.S. college geoscience…
Descriptors: College Science, Geology, Science Teachers, Field Experience Programs
Marzieh Ronaghi; Mohammad Hossein Ronaghi; Elahe Boskabadi – Asian Association of Open Universities Journal, 2024
Purpose: Augmented reality (AR) is an advanced version of the dynamic physical space that is perceived and received via visual, audio, digital and other sensory stimuli. The capabilities of virtual technologies change the field of university and education considerably. The necessity of using virtual technologies in the education field was revealed…
Descriptors: Physical Environment, Computer Simulation, Simulated Environment, Synthesis
Dipali Basumatary; Ranjan Maity – Journal of Computer Assisted Learning, 2024
Background: Augmented reality can provide a 3D virtual experience, widely used in modern education. However, the impact of these applications on the underdeveloped tribal community has yet to be investigated. To our knowledge, no markerless augmented reality application has been developed especially for learning the language of the Bodo tribe.…
Descriptors: Computer Simulation, Language Maintenance, Tribes, Teaching Methods
Justin E. Freedman; Alicia M. Drelick; Benjamin H. Dotger – Learning Disabilities Research & Practice, 2024
Researchers increasingly recognize the importance of high school students with disabilities being prepared to advocate for postsecondary academic accommodations. The purpose of this study was to inform how self-advocacy instruction can reflect the authentic context in which postsecondary students with learning disabilities (LD) and with attention…
Descriptors: Self Advocacy, Postsecondary Education, Academic Accommodations (Disabilities), Students with Disabilities
Carsten Lecon – Athens Journal of Education, 2024
In this paper, we describe a teaching scenario using a virtual environment (known also in the context of the 'metaverse'). This is motivated by the challenges that arise during the pandemic. More and more teaching scenarios are transferred to online learning settings, which allow learning at any time and at any time. One of the possibilities are…
Descriptors: Electronic Learning, Virtual Classrooms, Computer Simulation, Artificial Intelligence