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Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
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Taw Kuei Chan – Education and Information Technologies, 2024
The synchronous hybrid learning model, which involves simultaneous face-to-face and remote learning, suffers from a disparity in the lesson experience and outcomes provided by the different learning modes. Moreover, the online medium allows little opportunity for teachers to exhibit non-verbal immediacy behaviours to improve cognitive engagement…
Descriptors: Computer Software, Learning Experience, Blended Learning, Teaching Methods
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Dreimane, Santa; Daniela, Linda – Technology, Knowledge and Learning, 2021
The use of different technologies and technological solutions for learning purposes is no longer a novelty in the educational environment. Digital teaching materials are being developed that can be used both in classroom activities and for providing students with opportunities for independent learning. However, alongside these materials, there are…
Descriptors: Computer Simulation, Electronic Learning, Anatomy, Human Body
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Tim T. Favier; Veronique A. J. M. Schutjens – Journal of Geography in Higher Education, 2025
Recent advancements in geospatial technologies enable geography students to explore outdoor phenomena independently, without teacher guidance. Several authors argue that smartphone apps can effectively replace the teacher in excursions, addressing challenges such as teachers' limited availability. However, empirical research comparing the actual…
Descriptors: Geography Instruction, Telecommunications, Handheld Devices, Geographic Information Systems
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Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
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Oyserman, Daphna; Dawson, Andrew – Journal of Experimental Education, 2021
We build on identity-based motivation theory to integrate research on in-person and virtual learning environments so that we can articulate which features of virtual learning environments are likely to support or impede learning and identity exploration. Although students experience their identities as stable anchors for meaning-making and action,…
Descriptors: Transformative Learning, Learner Engagement, Self Concept, Learning Processes
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Clarice M. Moran; Maya K. Woodall – English Journal, 2019
VR is not a space-age novelty for intense video gamers. It is a legitimate digital tool that can enhance the English language arts (ELA) curriculum and enrich--but not replace--traditional pedagogy. And it is surprisingly easy to implement, even for introductory-level technology users. In this article, the authors discuss the strategies and tools…
Descriptors: Computer Simulation, Grade 8, Electronic Learning, Language Arts
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Maennel, Kaie; Brilingaite, Agne; Bukauskas, Linas; Juozapavicius, Aušrius; Knox, Benjamin James; Lugo, Ricardo Gregorio; Maennel, Olaf; Majore, Ginta; Sütterlin, Stefan – SAGE Open, 2023
Hands-on and practical learning has been key to cybersecurity education and training success. Cyber Defense Exercises (CDX) are a common approach to training, testing, and verifying technical and soft skills. However, full-scale CDX implementation is also an expensive training event. In order to advance such exercises to the next level, CDX…
Descriptors: Computer Security, Computer Science Education, Information Security, Computer Simulation
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Fernandes, Henrique S.; Cerqueira, Nuno M. F. S. A.; Sousa, Sergio F. – Journal of Chemical Education, 2021
Visualization can be a motivating way to teach students about molecules. Nowadays, the available experimental data and accurate computational results allow students to build realistic and accurate molecular models. These models include the representation of complex systems such as proteins, membranes, or nanotubes. However, the visualization of…
Descriptors: Computer Simulation, Virtual Classrooms, Internet, Handheld Devices
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Palalas, Agnieszka; Wark, Norine – International Journal of Computer-Assisted Language Learning and Teaching, 2020
Mobile technology melds the mobile learner's authentic real and virtual worlds, enabling increasingly untethered personalized, learner-determined language learning opportunities. This article introduces an evidence-based framework founded upon cumulative findings from a number of the authors' recent and ongoing research projects. This framework…
Descriptors: Telecommunications, Handheld Devices, Second Language Learning, Second Language Instruction
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Christensen, Rhonda; Knezek, Gerald – Journal of Educational Multimedia and Hypermedia, 2020
Using innovative technologies to study Mars and the sun and other stars is one way to engage learners in learning more about our solar system and how it impacts us on a daily basis. The focus of this paper is to highlight several innovative technologies such as augmented reality and virtual reality that are easily accessible by educators and…
Descriptors: Astronomy, Technology Uses in Education, Learner Engagement, Instructional Innovation
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Li, Lan – Journal of the Scholarship of Teaching and Learning, 2020
Game-based learning has become increasingly popular in recent years and has drawn an increasing level of attention in education. While the preliminary findings of educational gaming impact are quite promising, the current dilemma is the disconnect between what is available on the market and what is needed in the classroom. There has been an…
Descriptors: Computer Simulation, Electronic Learning, Web Based Instruction, Game Based Learning
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Schulze-Buxloh, Lina; Grob, Rolf; Ulbrich, Michelle – International Society for Technology, Education, and Science, 2021
The worldwide Corona pandemic has severely restricted student projects in the higher semesters of engineering courses. In order not to delay the graduation, a new concept had to be developed for projects under lockdown conditions. Therefore, unused rooms at the university should be digitally recorded in order to develop a new usage concept as…
Descriptors: Computer Simulation, Distance Education, Educational Technology, Models
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Müssig, Jörg; Clark, Adrian; Hoermann, Simon; Loporcaro, Giuseppe; Loporcaro, Claudio; Huber, Tim – Journal of Chemical Education, 2020
During the COVID-19 pandemic, many educators have been required to offer their courses online. A particular challenge is the implementation of practical laboratory experiments in the field of materials science. The central questions are the following: How can students carry out laboratory experiments at home? How are applications on mobile devices…
Descriptors: COVID-19, Pandemics, Science Instruction, Chemistry
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Mariusz Kruk – Second Language Learning and Teaching, 2021
This chapter discusses issues concerning the design and implementation of the research project dealing with the changes in the levels of willingness to communicate, motivation, boredom and language anxiety, their relationships and factors influencing them in the course of the participants' visits to the virtual world Second Life. [For the complete…
Descriptors: Second Language Learning, Second Language Instruction, Individual Differences, Computer Simulation
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