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Bicen, Huseyin; Bal, Erkan – World Journal on Educational Technology: Current Issues, 2016
The rapid development of the new technology has changed classroom teaching methods and tools in a positive way. This study investigated the classroom learning with augmented reality and the impact of student opinions. 97 volunteer undergraduate students took part in this study. Results included data in the form of frequencies, percentages and…
Descriptors: Student Attitudes, Opinions, Simulated Environment, Computer Simulation
Gijssels, Tom; Casasanto, Laura Staum; Jasmin, Kyle; Hagoort, Peter; Casasanto, Daniel – Discourse Processes: A multidisciplinary journal, 2016
People often accommodate to each other's speech by aligning their linguistic production with their partner's. According to an influential theory, the Interactive Alignment Model, alignment is the result of priming. When people perceive an utterance, the corresponding linguistic representations are primed and become easier to produce. Here we…
Descriptors: Speech Communication, Priming, Intonation, Phonology
Herga, Nataša Rizman; Cagran, Branka; Dinevski, Dejan – EURASIA Journal of Mathematics, Science & Technology Education, 2016
Understanding chemistry includes the ability to think on three levels: the macroscopic level, the symbolic level, and the level of particles--sub-microscopic level. Pupils have the most difficulty when trying to understand the sub-microscopic level because it is outside their range of experience. A virtual laboratory enables a simultaneous…
Descriptors: Chemistry, Elementary School Science, Computer Simulation, Computer Uses in Education
Shih, Ju-Ling; Hsu, Yu-Jen – Educational Technology & Society, 2016
This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…
Descriptors: Adventure Education, Computer Games, Computer Simulation, Questionnaires
Li, Kuo-Chen; Chen, Cheng-Ting; Cheng, Shein-Yung; Tsai, Chung-Wei – Universal Journal of Educational Research, 2016
The study uses augmented reality (AR) technology to integrate virtual objects into the real learning environment for language learning. The English AR classroom is constructed using the system prototyping method and evaluated by semi-structured in-depth interviews. According to the flow theory by Csikszenmihalyi in 1975 along with the immersive…
Descriptors: Semi Structured Interviews, Schemata (Cognition), Teaching Methods, Curriculum Design
Fang, N.; Guo, Y. – Journal of Computer Assisted Learning, 2016
Computer simulation and animation (CSA) has been receiving growing attention and wide application in engineering education in recent years. A new interactive CSA module was developed in the present study to improve student learning of particle kinetics in an undergraduate engineering dynamics course. The unique feature of this CSA module is that…
Descriptors: Computer Simulation, Animation, Academic Achievement, Kinetics
Hadjistassou, Stella K. – International Journal of Web-Based Learning and Teaching Technologies, 2016
This study investigated the culturally contingent tensions afforded by the implementation of Second Life in transatlantic communications among 13 college-level students at a Southwestern academic institution in the United States and their instructor and an assistant professor and his graduate student at a Greek-speaking academic institution. The…
Descriptors: Cultural Differences, Computer Simulation, College Students, Computer Uses in Education
Newgarden, Kristi; Zheng, Dongping – ReCALL, 2016
In this study of affordances for second language (L2) learning in World of Warcraft (WoW) group play, we compared three gameplay episodes spanning a semester-long course. Applying multimodal analysis framed by ecological, dialogical and distributed (EDD) views (Zheng and Newgarden, forthcoming), we explored four English as a second language…
Descriptors: Second Language Learning, Second Language Instruction, Computer Simulation, Computer Games
Magruder, Lewis – Journal on Excellence in College Teaching, 2016
Learning how to transform an empty space into one alive with dramatic possibilities is one of the challenges facing students in several disciplines--for example, graphic design, filmmaking, gaming, architecture, interior design, visual arts, and designing and directing for the theatre. The author, a professor of directing for the theatre,…
Descriptors: Virtual Classrooms, Computer Simulation, Theater Arts, Theaters
Minervino, Ricardo; Trench, Máximo – Journal of Cognitive Education and Psychology, 2016
Several studies on analogical transfer to algebra word problems have demonstrated that adapting solutions learned from worked examples to nonisomorphic problems of the same type is challenging and that most instructional aids do not alleviate this difficulty. At the same time, various authors have suggested that transfer difficulties sometimes…
Descriptors: Simulation, Computer Simulation, Logical Thinking, Problem Solving
Kyle John Hartung – ProQuest LLC, 2016
Skills associated with collaborative problem solving (CPS), especially in STEM-related disciplines, are increasingly regarded as essential for success in work and life. In the last decade, simulation-based games have emerged as rich environments for the situated learning of such skills, and are instrumental in the study of CPS because they provide…
Descriptors: Internship Programs, Electronic Learning, Group Discussion, Engineering Education
Douglas B. Clark; Satyugjit Virk; Pratim Sengupta; Corey Brady; Mario Martinez-Garza; Kara Krinks; Stephen S. Killingsworth; John Kinnebrew; Gautam Biswas; Jacqueline Barnes; James Minstrell; Brian C. Nelson; Kent Slack; Cynthia M. D'Angelo – International Journal of Designs for Learning, 2016
We have iteratively designed and researched five digital games focusing on Newtonian dynamics for middle school classrooms during the past seven years. The designs have evolved dramatically in terms of the roles and relationships of the formal representations, phenomenological representations, and control schemes. Phenomenological representations…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Teaching Methods
Puzziferro, Maria; McGee, Elisabeth – Online Journal of Distance Learning Administration, 2021
The COVID-19 pandemic has led to an unprecedented shift in how health science education is delivered (Sandars et al., 2020). With face-to-face learning, such as lab and classroom interactions, largely unavailable during the pandemic, institutions have been required to quickly shift the learning environment to a fully virtual format. While…
Descriptors: COVID-19, Pandemics, Health Sciences, Laboratories
National Oceanic and Atmospheric Administration, 2021
The 2021-2040 National Oceanic and Atmospheric Administration (NOAA) Education Strategic Plan is a reflection of the knowledge and dedication of the NOAA education community. Strategic planning provides guidance for NOAA Education and a framework for tracking and reporting progress. This plan builds on the foundation of the 2015-2035 NOAA…
Descriptors: Strategic Planning, Science Education, Science and Society, Oceanography
Zejda, David; Canoy, Ellery – International Journal for Talent Development and Creativity, 2015
Classrooms no longer mean a room full of students, sitting on school desks, while listening intently to an instructor lecture before them. Technology has long changed that view of education. Videoconferencing and 3D Virtual Reality (VR) are discussed in the first section of the paper with emphasis on application for educational purposes. Relevant…
Descriptors: Videoconferencing, Computer Simulation, Second Language Learning, English (Second Language)