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Bebeau, Deborah – ProQuest LLC, 2016
This quantitative, randomly controlled study sought to find relationships between occupational therapy students' participation in a virtual situated-case scenario (VSCS) and enhanced perceived self-efficacy as well as academic performance when compared to participation in a text-based case study. To determine effects of participation in a virtual…
Descriptors: Occupational Therapy, Allied Health Occupations Education, Electronic Learning, Instructional Effectiveness
Hollister, Jonathan M. – ProQuest LLC, 2016
This dissertation explores and describes the in-character and out-of-character information worlds and digital literacy practices of role-players, those that create and enact their characters' or avatars' stories, both within and outside of WildStar, a Massively Multiplayer Online Role-Playing Game (MMORPG) (Carbine Studios, 2015). Utilizing Jaeger…
Descriptors: Technological Literacy, Role Playing, Computer Games, Simulated Environment
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Gonczi, Amanda; Maeng, Jennifer; Bell, Randy – Journal of Technology and Teacher Education, 2017
The purpose of this study was to characterize and compare 64 elementary science teachers' computer simulation use prior to and following professional development (PD) aligned with Innovation Adoption Theory. The PD highlighted computer simulation affordances that elementary teachers might find particularly useful. Qualitative and quantitative…
Descriptors: Elementary School Teachers, Faculty Development, Inquiry, Active Learning
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Adinolfi, Lina; Astruc, Lluïsa – Language Learning in Higher Education, 2017
Translanguaging, the movement between communicative modes and features of different languages, is becoming an established research tradition in content-focused second language learning contexts. Pedagogic translanguaging practices nevertheless remain under-applied and under-researched in foreign language instructional settings, whether…
Descriptors: Code Switching (Language), Second Language Learning, Spanish, Computational Linguistics
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Shahriari-Rad, Arash; Cox, Margaret; Woolford, Mark – Technology, Knowledge and Learning, 2017
This study was the fourth study (Study 4) of four consecutive cohort studies (2007/2008, 2008/2009, 2009/2010 and 2010/2011) of over 520 dental undergraduate first year students at King's College London as part of their 5-year undergraduate programme. The study reported in this paper is a 2-year longitudinal investigation of 140 first year…
Descriptors: Foreign Countries, Dentistry, Medical Education, Undergraduate Students
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Andrade, Alejandro; Danish, Joshua A.; Maltese, Adam V. – Journal of Learning Analytics, 2017
Interactive learning environments with body-centric technologies lie at the intersection of the design of embodied learning activities and multimodal learning analytics. Sensing technologies can generate large amounts of fine-grained data automatically captured from student movements. Researchers can use these fine-grained data to create a…
Descriptors: Measurement, Interaction, Models, Educational Environment
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Yoon, Susan; Anderson, Emma; Lin, Joyce; Elinich, Karen – Educational Technology & Society, 2017
Research on learning about science has revealed that students often hold robust misconceptions about a number of scientific ideas. Digital simulation and dynamic visualization tools have helped to ameliorate these learning challenges by providing scaffolding to understand various aspects of the phenomenon. In this study we hypothesize that…
Descriptors: Computer Simulation, Scientific Concepts, Concept Formation, Visualization
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Ak, Oguz; Kutlu, Birgul – British Journal of Educational Technology, 2017
The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required…
Descriptors: Computer Simulation, Computer Games, Educational Games, Instructional Effectiveness
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Chang, Hsin-Yi – Interactive Learning Environments, 2017
Two investigations were conducted in this study. In the first experiment, the effects of two types of interactivity with a computer simulation were compared: experimentation versus observation interactivity. Experimentation interactivity allows students to use simulations to conduct virtual experiments, whereas observation interactivity allows…
Descriptors: Computer Simulation, Interaction, Scaffolding (Teaching Technique), Experiments
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Sullivan, Sarah; Gnesdilow, Dana; Puntambekar, Sadhana; Kim, Jee-Seon – International Journal of Science Education, 2017
Physical and virtual experimentation are thought to have different affordances for supporting students' learning. Research investigating the use of physical and virtual experiments to support students' learning has identified a variety of, sometimes conflicting, outcomes. Unanswered questions remain about how physical and virtual experiments may…
Descriptors: Middle School Students, Mechanics (Physics), Science Instruction, Scientific Concepts
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Sacristán, Ana Isabel; Pretelín-Ricárdez, Angel – Teaching Mathematics and Its Applications, 2017
This work is part of a research project that aims to enhance engineering students' learning of how to apply mathematics in modelling activities of real-world situations, through the construction (design and programming) of videogames. We want also for students to relate their mathematical knowledge with other disciplines (e.g., physics, computer…
Descriptors: Mathematics Education, Engineering Education, Mathematical Applications, Mathematical Models
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Hughes, Janette; Maas, Melanie – LEARNing Landscapes, 2017
In this article, we share an ethnographic case study of how we worked with a small group of marginalized grades 6, 7, and 8 students to both explore and create augmented reality (AR) to produce a class cookbook. We discuss how using AR helped students develop digital literacies skills and 21st century competencies, while at the same time,…
Descriptors: 21st Century Skills, Grade 6, Grade 7, Grade 8
Gong, Xiaoyang – ProQuest LLC, 2017
Achievement emotions are critical for students' academic performance and career choices. The previous literature has focused on one specific type of achievement emotions--test anxiety--in Western contexts and neglected other various emotions experienced in different occasions such as attending classes. The present study aims to address the…
Descriptors: Chemistry, Science Achievement, Grade 11, High School Students
Blair, Peter J. – ProQuest LLC, 2017
The goal of this study was to examine the professional development experiences of two contrastive participants while they were creating standards-based individualized education plan (IEP) goals using a virtual world called TeacherSim. Two specific focuses of the study were on how special educators engaged with the task of creating standards-based…
Descriptors: Professional Development, Case Studies, Academic Standards, Curriculum Development
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Schofield, Damian – Journal of Information Technology Education: Innovations in Practice, 2014
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…
Descriptors: Computer Games, Technology Uses in Education, Educational Games, Simulated Environment
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