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Jingjing Ma; Qingtang Liu; Shufan Yu; Xiaojuan Li; Jindian Liu – Educational Technology Research and Development, 2025
In science education, the abstraction and complexity of scientific concepts are usually stumbling blocks that prevent students from learning science. Recently, augmented reality (AR) has offered transformative potential to support scientific concept learning by visualizing scientific phenomena and enhancing students' experiences. However, the lack…
Descriptors: Scientific Concepts, Concept Mapping, Cognitive Structures, Cognitive Processes
Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
Özçakir, Bilal; Çakiroglu, Erdinç – Education and Information Technologies, 2022
In school mathematics, representations of solid figures and three-dimensional geometric objects generally rely on two-dimensional projective representation modes on students' textbooks. In learning environments, these representation modes create a kind of cognitive filter, which prevents students with low spatial ability to comprehend and envision…
Descriptors: Spatial Ability, Middle School Students, Computer Simulation, Mathematics Education
Huda S. Alazmi; Ghader M. Alemtairy – Education and Information Technologies, 2024
There is increasing educational interest in immersive virtual reality (IVR) applications which aid student learning and performance. However, few empirical studies have investigated the potential for implementing the technology in middle-school social studies classrooms. This study employed a quasi-experimental approach to address this issue,…
Descriptors: Computer Simulation, Field Trips, Middle School Students, Social Studies
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Liu, Han-Chin; Chuang, Hsueh-Hua – Interactive Learning Environments, 2011
This study investigated how the format of verbal instructions in computer simulations and prior knowledge (PK) affected 8th graders' cognitive load (CL) level and achievement in a multimedia learning environment. Although PK was not found to significantly affect student performance and CL level, instruction format was found to impact both.…
Descriptors: Electronic Learning, Instructional Design, Prior Learning, Grade 8

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