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Yildirim, Gurkan; Yildirim, Serkan; Dolgunsoz, Emrah – World Journal on Educational Technology: Current Issues, 2019
Virtual reality (VR) as computer-mediated 3-D environments including real-life situations presented via different tools in which users can interact effectively with visuals. This study is significant as it primarily aimed to investigate effects of VR on retention by comparing it with traditional 2-D videos. The main aim of this study is to compare…
Descriptors: Computer Simulation, Video Technology, Retention (Psychology), Decision Making
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Park, Sanghoon; Ryu, Jeeheon; McChesney, Kristen – TechTrends: Linking Research and Practice to Improve Learning, 2019
Virtual classroom simulations can offer pre-service teachers unlimited opportunities for teaching practice that help them sensitize to classroom diversity. The purpose of this case study was to describe a collaborative simulation design studio initiated between two universities in South Korea and U.S.A. while American pre-service teachers visited…
Descriptors: Foreign Countries, Preservice Teachers, Virtual Classrooms, Computer Simulation
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Buchner, Josef; Andujar, Alberto – International Association for Development of the Information Society, 2019
In this article we describe how mobile devices enable immersive learning experiences. Expensive Head Mounted Displays (HMDs) are a thing of the past, as even inexpensive alternatives in combination with a smartphone make it possible to immerse oneself in virtual worlds. Learners then take these worlds as realistic, which can lead to cognitively…
Descriptors: Telecommunications, Educational Technology, Technology Uses in Education, Teaching Methods
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Geng, Xuewang; Yamada, Masanori – International Association for Development of the Information Society, 2019
Recently, the number of learners of Japanese as a foreign language (JFL) has been increasing. In Japanese language acquisition, compound verbs (verbs that are composed of two verbs, e.g., tobikomu 'jump into') are frequently used in daily life; these present difficulties, including unclarity of combination and opacity of meaning. Matsuda (2001)…
Descriptors: Second Language Learning, Japanese, Schemata (Cognition), Verbs
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Milewski, Amanda; Bardelli, Emanuele; Herbst, Pat – North American Chapter of the International Group for the Psychology of Mathematics Education, 2019
Technology-mediated simulations of teaching practice are becoming a more common way to introduce teachers to the dilemmas of teaching during professional development. In this paper, we show that the inclusion of markers of student emotions in cartoon-based scenarios of teaching changes teachers' appropriateness rating of the actions that the…
Descriptors: Psychological Patterns, Computer Simulation, Professional Development, Vignettes
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Paulson, Pryce; Curtis, Jarret; Bartel, Evan; Cyr, Waycen Owens; Lamsal, Chiranjivi – Physics Education, 2018
In this study, the nuts and bolts of designing and building a high powered rocket have been presented. A computer simulation program called RockSim was used to design the rocket. Simulation results are consistent with time variations of altitude, velocity, and acceleration obtained in the actual flight. The actual drag coefficient was determined…
Descriptors: Physics, Science Instruction, Space Sciences, Computer Simulation
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Mayes, Howard; Wong, Chung F. – Journal of Chemical Education, 2018
A new program, ECEP2D, for simulating the one-dimensional (1D) and two-dimensional (2D) patterns of the gel electrophoresis of a protein after it has been digested by one or more enzymes is introduced. With ECEP2D, students can gain deeper insights into gel electrophoresis by performing hands-on simulations. For example, students can visualize how…
Descriptors: Computer Software, Computer Simulation, Comparative Analysis, Biochemistry
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Bozgeyikli, Lal; Raij, Andrew; Katkoori, Srinivas; Alqasemi, Redwan – IEEE Transactions on Learning Technologies, 2018
In this article, state of the art on virtual reality (VR) for individuals with autism spectrum disorder (ASD) with a focus on training/targeted intervention is discussed and reflected upon to explore areas for more future benefits. We present advantages of VR for individuals with ASD. We identify challenges and design issues for future training…
Descriptors: Computer Simulation, Assistive Technology, Design, Autism
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Binek, Slawomir; Kimla, Damian; Jarosz, Jerzy; Styc, Krysztof – Physics Education, 2018
In this article a new authorial EduPython application is presented. It is an online tool that supports the teaching of physics using a problem-solving method. It gives the teacher an opportunity to collect data that students send using their smartphones. The application uses the data to produce a collective answer of all the students which gives…
Descriptors: Computer Simulation, Interaction, Physics, Secondary Education
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Lytridis, Chris; Tsinakos, Avgoustos; Kazanidis, Ioannis – Education Sciences, 2018
Augmented Reality (AR) has been used in various contexts in recent years in order to enhance user experiences in mobile and wearable devices. Various studies have shown the utility of AR, especially in the field of education, where it has been observed that learning results are improved. However, such applications require specialized teams of…
Descriptors: Distance Education, Computer Simulation, Computer Uses in Education, Textbooks
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Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein – British Journal of Educational Technology, 2018
Three-dimensional virtual world (3DVW) have been adopted extensively in the education sector worldwide, and there has been remarkable growth in the application of these environments for distance learning. A wide variety of universities and educational organizations across the world have utilized this technology for their regular learning and…
Descriptors: Computer Simulation, Higher Education, Computer Uses in Education, Educational Research
Kargin, Tolga – Phi Delta Kappan, 2018
In recent years, virtual play spaces have become enormously popular among young children around the world. As yet, though, there has been relatively little research into the ways in which children interact on such sites and what they learn in the process. This article describes a study of kids' experiences with one such virtual world, Club…
Descriptors: Computer Simulation, Children, Learning Processes, Computer Games
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Schott, Christian; Marshall, Stephen – Journal of Computer Assisted Learning, 2018
Virtual reality is widely recognized as offering the potential for fully immersive environments. This paper introduces a framework that guides the creation and analysis of immersive environments that are pedagogically structured to support situated and experiential education. The "situated experiential education environment" framework…
Descriptors: Computer Simulation, Experiential Learning, Tourism, Teaching Methods
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Fokides, Emmanuel; Atsikpasi, Penelope – Education and Information Technologies, 2018
The study presents the development and testing of a model for explaining the learning outcomes when individuals use 3D virtual environments (VEs) in informal learning settings. For that matter, a VE was developed, presenting the work of a sculptress, namely Nausica Pastra. The following subjective factors were considered so as to build a research…
Descriptors: Informal Education, Computer Simulation, Museums, Outcomes of Education
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Sykes, Julie M. – Foreign Language Annals, 2018
The digital gaming industry has captured the public's attention worldwide and in the United States alone, the video game industry is predicted to increase by 30% from 2010 to 2019, reaching $19.6 billion in revenue (Takahashi, 2015, n.p.). Not surprisingly, digital gameplay is also rapidly expanding in educational domains. Although researchers…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Teaching Methods
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