NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 1,606 to 1,620 of 6,525 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Tan, Marcus Cheng Chye; Chye, Stefanie Yen Leng; Teng, Kylin Shu Min – Education and Information Technologies, 2022
There has been increasing use of interactive technologies in the classroom today and a rising popularity of employing virtual environments as a means to engage students in sensorially rich contexts for more embodied forms of experiential learning. In particular, virtual reality (VR) or immersive virtual environments (IVEs) facilitated by…
Descriptors: Technology Uses in Education, Social Emotional Learning, Computer Simulation, Empathy
Peer reviewed Peer reviewed
Direct linkDirect link
Moreira, Gerardo J.; Luna-Nevarez, Cuauhtemoc; McGovern, Enda – Marketing Education Review, 2022
Digital technologies are becoming more embedded and prevalent in everyday life. One leading technology, Virtual Reality (VR), is well-positioned to extend its impact past the gaming industry and move deeper into education, particularly in university settings. Embracing digital technologies is essential in keeping marketing education relevant.…
Descriptors: Computer Simulation, Business Administration Education, Marketing, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Chander, Romesh; Dhar, Meghna; Bhatt, Ketan – Journal of Access Services, 2022
With the rising cases of theft, vandalism, mutilation, infiltration, and other fraudulent practices at academic libraries, the matter of library security has become a matter of greater concern for modern-day library professionals as well as scholars in the field of library and information science. Considering the seriousness of the issue, the…
Descriptors: Bibliometrics, Academic Libraries, Information Security, Crime
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Syynimaa, Kirsi; Lainema, Kirsi; Lainema, Timo – International Association for Development of the Information Society, 2022
Game-based learning (GBL) environments are shown to support open-ended inquiry, collaborative learning, shared knowledge creation and decision-making processes. The study at hand focuses on examining students' descriptions of problematic situations and collaborative learning in a virtual simulation game. We were interested in what kinds of…
Descriptors: Teamwork, Cooperative Learning, Game Based Learning, Electronic Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Liu, Zheyu; Yu, Ping; Liu, Jiale; Pi, Zhongling; Cui, Weijin – British Journal of Educational Technology, 2023
Virtual reality, as an excellent supportive instructional technology, has gained increasing attention from educators and professionals, where desktop-based virtual reality (DVR) is broadly adopted due to its affordability and accessibility. However, when evaluating students' learning experiences such as flow experiences in DVR environments, most…
Descriptors: Self Control, STEM Education, Computer Simulation, Undergraduate Students
Peer reviewed Peer reviewed
Direct linkDirect link
Sun, Hao; Wang, Pinmei; Li, Yudong – Biochemistry and Molecular Biology Education, 2023
Abstract Microbiome study requires both molecular techniques and bioinformatics skills, which are challenging for biologists to participate in this growing field. To introduce microbiome concepts and skills to students, a 6-week wet-lab and bioinformatics course for undergraduates was implemented through the project-based learning (PBL) approach.…
Descriptors: Science Laboratories, Educational Technology, Computer Simulation, Genetics
Peer reviewed Peer reviewed
Direct linkDirect link
Agbo, Friday Joseph; Oyelere, Solomon Sunday; Suhonen, Jarkko; Tukiainen, Markku – Educational Technology Research and Development, 2023
Computational thinking (CT) has become an essential skill nowadays. For young students, CT competency is required to prepare them for future jobs. This competency can facilitate students' understanding of programming knowledge which has been a challenge for many novices pursuing a computer science degree. This study focuses on designing and…
Descriptors: Computer Simulation, Game Based Learning, Computation, Thinking Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Guan, Jue-Qi; Wang, Liang-Hui; Chen, Qu; Jin, Kai; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
Pottery making in technology education aims to foster students' practical and creative ability. In a typical pottery making class, students receive the teacher's instruction on the fundamental techniques used in pottery making and have opportunities to practice. It is meaningful to construct an observation-doing-reflection process for students in…
Descriptors: Ceramics, Art Education, Educational Technology, Computer Simulation
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sontay, Gökhan; Karamustafaoglu, Orhan – Journal of Science Learning, 2023
The purpose of this research is to reveal the feelings and thoughts of physics teachers towards Algodoo training within the scope of the 4005 TUBITAK project named Innovative and Technology Supported Applications in Physics Education. This study was carried out with phenomenological research within the context of the qualitative research approach.…
Descriptors: Teacher Attitudes, Science Teachers, Physics, Educational Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Yaniawati, Poppy; Sudirman; Mellawaty; Indrawan, Rully; Mubarika, Melinda Putri – Journal of Technology and Science Education, 2023
The COVID-19 pandemic in Indonesia requires teachers and students to perform learning activities online. Meanwhile, teachers use a variety of technology products in the classroom without paying attention to the didactic, pedagogical, and content aspects. This is due to time constraints and short learning adjustments that should be flexible to this…
Descriptors: Foreign Countries, COVID-19, Pandemics, Online Courses
Peer reviewed Peer reviewed
Direct linkDirect link
Fakih, Maria – Research in Post-Compulsory Education, 2023
The global pandemic has changed the mode of delivering lessons. Adult learners have missed and continue to miss the hands-on learning activity, which is a form of experiential learning. When it comes to teaching three-dimensional, geometric shapes (3D), learners often benefit from handling and manipulating concrete shapes. This study examined the…
Descriptors: Computer Simulation, Mathematics Instruction, Telecommunications, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Bressler, Denise; Annetta, Leonard; Johnson, Ashley; Dunekack, Alexis; Tutwiler, M. Shane – Journal of Interactive Learning Research, 2023
This purpose of this study was to explore changes in science and reading interest among a diverse group of 5th grade science students who used a mixed reality reading experience, with a specific focus on the experience of low-fluency readers. This study involved pre-post measures and post-interviews with 15 fifth grade students. The intervention…
Descriptors: Computer Simulation, Science Education, Content Area Reading, Reading Fluency
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Núñez-Pacheco, Rosa; Espinoza-Montoya, Claudia; Yucra-Quispe, Liz-Marjorie; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to…
Descriptors: Video Games, Game Based Learning, Engineering Education, Student Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Akman, Emrah; Çakir, Recep – Interactive Learning Environments, 2023
Recently, virtual reality seems to be deevloping rapidly. However, it can be said that virtual reality is in the early days of adoption for education. Studies show that using virtual reality in education can positively affect students' learning experiences. In this study, the effect of an educational virtual reality game, named "Kesfet…
Descriptors: Educational Technology, Computer Simulation, Elementary School Students, Mathematics Achievement
Peer reviewed Peer reviewed
Direct linkDirect link
Barrett, Alex; Pack, Austin; Guo, Yajing; Wang, Ningjuan – Interactive Learning Environments, 2023
Virtual reality is a rapidly developing technology and its applications are being explored in a variety of educational fields. While an increasing amount of attention is being paid to VR as a language learning tool, there remains less research on using VR with languages other than English. Adapting the Technology Acceptance Model, this study…
Descriptors: Second Language Learning, Chinese, Educational Technology, Technology Uses in Education
Pages: 1  |  ...  |  104  |  105  |  106  |  107  |  108  |  109  |  110  |  111  |  112  |  ...  |  435