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Mutahar Al-Murtadha – Journal of Language, Identity, and Education, 2025
This intervention study helped EFL learners visualize their possible selves as successful L2 speakers. It included three classes as a control group and three EFL classes as an experimental group at a secondary school in Yemen. The three experimental classes received one ideal L2 self-visualization lesson a week for six weeks, whereas the three…
Descriptors: Second Language Learning, Motivation Techniques, English (Second Language), Foreign Countries
Michael C. Melville; Chad Hershock; B. Reeja-Jayan – Advances in Engineering Education, 2024
Due to limited laboratory facilities and other constraints, many engineering students may not have the opportunity to engage with practical, hands-on learning experiences. Although some research suggests that game-based learning can provide students with these pedagogical benefits, much of that work does not directly assess the impact of such…
Descriptors: Video Games, Engineering Education, Visualization, Game Based Learning
Jae-Yeop Jeong; JiYeon Oh; Jin-Woo Jeong – Education and Information Technologies, 2024
Pre-recorded lectures have become a prevalent approach in online education due to the proliferation of MOOC platforms and the COVID-19 pandemic. However, due to the lack of real-time interactions between instructors and learners, learners have encountered various difficulties in understanding the lectures and actively engaging with the learning…
Descriptors: Learning Experience, Teaching Methods, Cues, Video Technology
Yueqiao Jin; Vanessa Echeverria; Lixiang Yan; Linxuan Zhao; Riordan Alfredo; Yi-Shan Tsai; Dragan Gasevic; Roberto Martinez-Maldonado – Journal of Learning Analytics, 2024
Multimodal learning analytics (MMLA) integrates novel sensing technologies and artificial intelligence algorithms, providing opportunities to enhance student reflection during complex, collaborative learning experiences. Although recent advancements in MMLA have shown its capability to generate insights into diverse learning behaviours across…
Descriptors: Learning Analytics, Accountability, Ethics, Artificial Intelligence
Alyssia M. Miller De Rutté – Technology, Knowledge and Learning, 2024
The field of language learning and technology is an ever-growing field as new technologies are constantly developed, and it is important to understand the impact these new technologies may have on language learning. The purpose of this work-in-progress study was to investigate the effects of virtual reality (VR) simulations on a specific second…
Descriptors: Second Language Learning, Second Language Instruction, Learning Motivation, Computer Simulation
Sheng-Ming Wang; Muhammad Ainul Yaqin; Vu Hong Lan – IEEE Transactions on Education, 2024
Contribution: This research provides insights into the applications of virtual reality (VR) in learning spatial reasoning, which could be utilized and developed in educational frameworks and settings, especially in science, technology, engineering, arts, and mathematics (STEAM), and other aspects. Background: Spatial reasoning and VR are essential…
Descriptors: Spatial Ability, Abstract Reasoning, Thinking Skills, Computer Simulation
Yi, Ye Ji; Bhattacharjee, Suchismita – Design and Technology Education, 2023
This study aimed to investigate the effectiveness of 360-degree panorama-based Virtual Reality (360VR) as a tool to simulate real-world site visit experiences in interior design education. In the first stage of evaluation, the online survey was implemented to ask students about their learning experience of using 360VR. The second stage of 360 VR…
Descriptors: Computer Simulation, Interior Design, Learning Experience, Teaching Methods
Matovu, Henry; Ungu, Dewi Ayu Kencana; Won, Mihye; Tsai, Chin-Chung; Treagust, David F.; Mocerino, Mauro; Tasker, Roy – Studies in Science Education, 2023
The advanced visualisation and interactive capabilities make immersive virtual reality (IVR) attractive for educators to investigate its educational benefits. This research reviewed 64 studies published in 2016-2020 to understand how science educators designed, implemented, and evaluated IVR-based learning. The immersive design features (sensory,…
Descriptors: Computer Simulation, Science Instruction, Teaching Methods, Science Education
Mardi, Fatemeh – International Journal of Virtual and Personal Learning Environments, 2020
This article expands Garrison, Anderson, and Archer's Community of Inquiry framework by adding a mechanism to understand the interactions among presences and domains in an online course. Based on a qualitative content analysis of student reflections, elements that create an optimal learning experience. The article discusses three findings and…
Descriptors: Online Courses, Teacher Student Relationship, Psychological Patterns, Holistic Approach
CBE - Life Sciences Education, 2021
Abstract biological processes that occur at the submicroscopic level, such as osmosis and diffusion, are inherently difficult for many students to conceptualize when traditional learning and teaching methods are used. This study introduced an immersive 320° three-dimensional (3D) experience of osmosis in which students became engaged with the…
Descriptors: Science Instruction, Teaching Methods, Outcomes of Education, Multiple Choice Tests
Puttick, Gillian; Tucker-Raymond, Eli – Journal of Science Education and Technology, 2018
Science and computational practices such as modeling and abstraction are critical to understanding the complex systems that are integral to climate science. Given the demonstrated affordances of game design in supporting such practices, we implemented a free 4-day intensive workshop for middle school girls that focused on using the visual…
Descriptors: Climate, Systems Building, Workshops, Middle School Students
Vidal, Helena; Hockstein, Lisa; Ahern, Joy; Stein, Karen – Journal of Museum Education, 2019
Museum educators and instructors of English as a Second Language (ESOL) at a community college in New York reflect on their experiences facilitating a program designed to enrich the language, cultural, and visual literacy skills of adult immigrant students. The CALTA21 program brought together three stakeholders, immigrant ESOL students, language…
Descriptors: Case Studies, Museums, Communities of Practice, English (Second Language)
Leeferink, Han; Koopman, Maaike; Beijaard, Douwe; Ketelaar, Evelien – Journal of Teacher Education, 2015
This study reports on how student teachers' workplace experiences were transformed into learning experiences. In total, 26 stories from 10 student teachers were collected by means of digital logs and in-depth interviews and unraveled using a new technique of reconstructing stories into webs. In these webs, the factors that played a role in student…
Descriptors: Student Teachers, Field Instruction, Personal Narratives, Learning Processes
Smith, Shaunna – Interdisciplinary Journal of Problem-based Learning, 2018
In the context of a 10-day summer camp makerspace experience that employed design-based learning (DBL) strategies, the purpose of this descriptive case study was to better understand the ways in which children use visualization skills to negotiate design as they move back and forth between the world of nondigital design techniques (i.e., drawing,…
Descriptors: Elementary School Students, Visualization, Spatial Ability, Visual Literacy
Turner, Gill – Innovations in Education and Teaching International, 2015
This article explores the experiences of four early career academics as they begin to undertake doctoral supervision. Each supervisor focused on one of their supervisees and drew and described a Journey Plot depicting the high and low points of their supervisory experience with their student. Two questions were addressed by the research: (1) How…
Descriptors: Doctoral Programs, Supervisory Methods, Supervisor Supervisee Relationship, Supervision
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