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Showing 1 to 15 of 23 results Save | Export
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Adam Carreon; Sean J. Smith; Bruce Frey; Amber Rowland; Maggie Mosher – Journal of Research on Technology in Education, 2024
Virtual reality (VR) has evolved to include non-immersive to fully-immersive experiences for the classroom. This study seeks to understand the potential effects VR may offer, specifically characteristics associated with how a student experiences a VR intervention and the effects of using a VR device for learning. A group experimental design was…
Descriptors: Computer Simulation, Simulation, Comparative Analysis, Interpersonal Competence
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Neti Wulandari; Wirawan Fadly; Primus Demboh – Journal of Science Learning, 2025
This study investigates the role of environmental insight--defined as students' prior knowledge--and the use of a virtual reality laboratory in exploring celestial bodies and solar system content integrated with Qur'anic science, with a focus on their effects on students' argumentation abilities. The research employs a quasi-experimental design,…
Descriptors: Astronomy, Persuasive Discourse, Science Instruction, Prior Learning
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Heidi Flavian; Orna Levin – Teaching Education, 2024
Teacher-education programmes around the world face the challenge of preparing professionals capable of adapting their teaching processes to rapidly accumulating empirical knowledge, while remaining relevant in an era of constant change. In this case study, we propose that integrating Simulation-Based Learning (SBL) into teacher-education…
Descriptors: Simulation, Preservice Teachers, Faculty Development, Teacher Education Programs
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Zhong, Baichang; Zheng, Jijun; Zhan, Zehui – Interactive Learning Environments, 2023
This study examined the effects of virtual and physical robots (VPR) using in different learning stages (simple session/complex session) in a robotics programming course. A quasi-experimental design was implemented with 84 junior high school students from two classes. One class with 44 students used combination of VPR strategy for learning,…
Descriptors: Robotics, Programming, Junior High School Students, Educational Technology
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Eroglu, Deniz – Online Submission, 2023
Limited knowledge is currently available regarding the efficacy of mathematics education in online distance learning and the strategies that can be implemented to enhance its effectiveness. The purpose of this study is to investigate the changes in rural students' spatial skills when engaging in activities that necessitate the use of isometric…
Descriptors: Mathematics Instruction, Online Courses, Distance Education, Rural Schools
Adam Carreon – ProQuest LLC, 2021
Virtual reality (VR) is rapidly becoming a popular tool for use in the classroom. VR technology has been available for years, but education stakeholders struggled with adoption due to the high costs and complexity. As VR technology has evolved, a broad spectrum of VR has been developed for use including non-immersive to fully-immersive VR. While…
Descriptors: Computer Simulation, Interpersonal Competence, Skill Development, Middle School Students
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de Brito, Luciana Pereira; Almeida, Leandro Silva; Osório, António José – International Journal of Technology in Teaching and Learning, 2021
Digital simulators have an interesting potential to explain the relationships between two or more variables in a system, facilitating the activation of learning processes and favoring the occurrence of meaningful learning with positive impact on academic performance. To study the impact of the use of digital simulation on learning and academic…
Descriptors: Computer Simulation, Mathematics Instruction, Grade 9, Mathematics Skills
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Moon, Jewoong; Ke, Fengfeng – Journal of Educational Computing Research, 2020
Game-based learning (GBL) has increasingly been used to promote students' learning engagement. Although prior GBL studies have highlighted the significance of learning engagement as a mediator of students' meaningful learning, the existing accounts failed to capture specific evidence of how exactly students' in-game actions in GBL enhance learning…
Descriptors: Educational Games, Game Based Learning, Mathematics Education, Learner Engagement
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Sean J. Smith; Amber Rowland; Samantha Goldman; Adam Carreon – Journal of Special Education Leadership, 2024
The purpose of this qualitative study was to understand, from the perspective of students with disabilities, what special education leaders and their respective classroom educators should consider in the integration of artificial intelligence (AI) features and tools to support individualized instruction. This study utilized an immersive and…
Descriptors: Special Education, Leaders, Artificial Intelligence, Technology Uses in Education
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Putri, Putri; Sofyan, Herminarto – Journal of Educational Technology and Online Learning, 2020
A practicum is beneficial in science learning to provide a concrete manifestation of a topic. This study aimed at creating a simulation-based interactive learning multimedia product to assist students' practicum. The product was developed for the topic of cell metabolism process focusing on the energy in living systems. The study employed the…
Descriptors: Computer Simulation, Multimedia Materials, Material Development, Science Materials
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Gamanik, Nisrina Meta; Sanjaya, Yayan; Rusyati, Lilit – Journal of Science Learning, 2019
This study treats students by role-play simulation for learning the human circulatory system. Creative skill and concept mastery to be assessed aspects at the end of learning. The method used in this research is the quasi-experimental method. The sample was taken by cluster random sampling technique with the population of students in 8th grade at…
Descriptors: Teaching Methods, Role Playing, Simulation, Creativity
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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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Sardone, Nancy B. – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2019
A prime concern for middle school educators is for students to become knowledgeable and skilled in the areas of economics and personal finance. Some of the reasons underscoring this concern include the questionable future of social support systems, reduction of corporate pension plans, and the lingering effects of the 2008 financial crisis on…
Descriptors: Economics Education, Money Management, Middle School Students, Middle School Teachers
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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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Mupinga, Davison M.; Caniglia, Joanne – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2019
As an instructional strategy, simulations have become common in the field of education. While they have been effective at imparting knowledge and skills, not all simulation experiences meet their objectives. This study determined the effectiveness of a financial simulation, the Reality Store®, aimed at teaching financial literacy and life skills…
Descriptors: Simulation, Student Attitudes, Educational Benefits, Money Management
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