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Showing 31 to 45 of 89 results Save | Export
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Dunn, Justin; Ramnarain, Umesh – Education Sciences, 2020
This study investigated the effect of interactive computer simulation-supported inquiry on South African grade 8 learners' comprehension of atoms and molecular structures. Two sample groups of 34 learners per sample group were used, one acting as a control group who were exposed to a teacher-directed pedagogy while the experimental group used…
Descriptors: Computer Simulation, Technology Integration, Active Learning, Inquiry
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Cahyono, Adi Nur; Sukestiyarno, Yohanes Leonardus; Asikin, Mohammad; Miftahudin; Ahsan, Muhammadi Ghozian Kafi; Ludwig, Matthias – Journal on Mathematics Education, 2020
The aim of this study is to investigate how an augmented reality mobile math trails program can provide opportunities for students to engage in meaningful mathematical modelling activities. An explorative research design was conducted involving two mathematics teachers and 30 eight grades in Semarang, Indonesia. An Augmented Reality Mobile Math…
Descriptors: Mathematics Instruction, Teaching Methods, Mathematical Models, Educational Technology
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Ibili, Emin; Billinghurst, Mark – International Journal of Assessment Tools in Education, 2019
In this study, the relationship between the usability of a mobile Augmented Reality (AR) tutorial system and cognitive load was examined. In this context, the relationship between perceived usefulness, the perceived ease of use, and the perceived natural interaction factors and intrinsic, extraneous, germane cognitive load were investigated. In…
Descriptors: Cognitive Processes, Difficulty Level, Correlation, Usability
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Hou, Huei-Tse; Keng, Su-Han – Journal of Educational Computing Research, 2021
The design and application of educational board games have been emphasized in game-based learning. The integration of educational board games and augmented reality (AR) can help provide extensive cognitive-scaffolding for learners. This study proposed a dual-scaffolding framework that integrated peer-scaffolding and cognitive-scaffolding for an AR…
Descriptors: Scaffolding (Teaching Technique), Peer Relationship, Computer Simulation, Educational Games
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Kellems, Ryan O.; Eichelberger, Carrie; Cacciatore, Giulia; Jensen, Mikaela; Frazier, Brynn; Simons, Kalee; Zaru, Mai – Journal of Learning Disabilities, 2020
The purpose of this study was to examine the effectiveness of video-based mathematics instruction for seven middle school students with specific learning disability (SLD), using an augmented reality-based training package. The dependent variable was the percentage of steps students performed correctly to solve each type of mathematics problem. The…
Descriptors: Video Technology, Computer Assisted Instruction, Computer Simulation, Mathematics Instruction
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Hung, Jeng-Fung; Tsai, Chun-Yen – Journal of Baltic Science Education, 2020
Previous studies on the effectiveness of virtual laboratories for learning have shown inconsistent results over the past decade. The purpose of this research was to explore the effects of a virtual laboratory and meta-cognitive scaffolding on students' data modeling competences. A quasi-experimental design was used. Three classes of eighth graders…
Descriptors: Metacognition, Computer Simulation, Comparative Analysis, Science Laboratories
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Harvey, Miles; Deuel, Adrianna; Marlatt, Rick – Journal of Adolescent & Adult Literacy, 2020
In an eighth-grade English language arts class, 100 students used virtual reality headsets, augmented reality--capable smartphones, tablets, desktop computers, online scavenger hunts, and print-based texts as an introduction to William Shakespeare's life and works. The authors highlight the need for educators to offer multimodal instruction that…
Descriptors: English Literature, Language Arts, Computer Simulation, Audio Equipment
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Fitriana Nur Astuti; Suranto; Mohammad Masykuri – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2019
Besides learning outcomes, motivation and problem solving skill are the essential indicators for successful learning. Hence, the existence of learning media which considerably follow the advance of technology has been assumed to be able to support the achievement of the indicators mentioned. Thus, the current research aimed at implementing the…
Descriptors: Science Instruction, Computer Simulation, Grade 8, Problem Solving
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2021
Remote association requires players to use their mental transformation to identify objects' relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: [characters omitted], where the answer is [character omitted]) to explore learners' cognitive and affective effects, and then eighth grade…
Descriptors: Computer Games, Grade 8, Telecommunications, Handheld Devices
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Chang, Hsin-Yi; Liang, Jyh-Chong; Tsai, Chin-Chung – Journal of Science Education and Technology, 2020
We engaged 47 eighth-grade students in a newly developed learning environment that integrates mobile augmented reality (AR) technology to support students' learning of nuclear energy use and radiation pollution, a topic related to a socioscientific issue (SSI) that involves complex reasoning considering scientific evidence and multiple…
Descriptors: Middle School Students, Grade 8, Handheld Devices, Computer Simulation
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Abdusselam, Mustafa Serkan; Kilis, Selcan – International Journal of Technology in Education, 2021
This study aims to develop and evaluate an augmented reality microscope, "MicrosAR", for a middle school Science course, which was aimed for use both in and out of school, and to understand the users' perceptions about it. The study adopted design-based research to iteratively develop and evaluate the MicrosAR. Learning activities and…
Descriptors: Science Instruction, Secondary School Science, Middle School Students, Laboratory Equipment
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Tai, Tzu-Yu; Chen, Howard Hao-Jan – Journal of Educational Computing Research, 2021
Virtual reality via mobile-rendered head-mounted displays (MVR) has emerged as a valuable language learning tool. However, research has yet to fully access its effects on English as a Foreign Language (EFL) listening. Therefore, this study investigated the impact of MVR on EFL learners' listening comprehension. Seventy-two seventh graders in…
Descriptors: Computer Simulation, Simulated Environment, Instructional Effectiveness, English (Second Language)
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Langbeheim, Elon; Levy, Sharona T. – International Journal of Science Education, 2018
We developed a computerised simulation that utilises embodied modelling by letting students play the role of particles in a liquid. We compared the learning of two eight-grade classrooms that used the embodied modelling simulation during a weeklong learning module on phase change, with a comparison group that used an ordinary simulation with no…
Descriptors: Chemistry, Science Instruction, Comparative Analysis, Grade 8
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Lan, Yu-Ju; Lyu, Bo-Ning; Chin, Chee Kuen – Language Learning & Technology, 2019
This study aimed at enhancing the Mandarin essay writing by learners of Chinese as a second language (CSL) in Singapore by using authentic contexts in Second Life (SL). The participants were students in two classes of eighth graders from a junior high school in Singapore, and the study lasted for 5 weeks. A quasiexperimental design was adopted by…
Descriptors: Mandarin Chinese, Second Language Instruction, Essays, Grade 8
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Maulidah, Shopi Setiawati; Prima, Eka Cahya – Journal of Science Learning, 2018
This research was intended to analyze the use of Physics Education Technology (PhET) as a virtual laboratory in learning waves and sounds. The analysis was in terms of the implementation of waves on a string student activity as a lesson plan, the profile of students' cognitive, and the profile of science laboratory environment. The method which is…
Descriptors: Physics, Science Instruction, Teaching Methods, Educational Technology
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