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Chu, Man-Wai; Leighton, Jacqueline P. – Journal of Science Education and Technology, 2019
Digitally simulated laboratory assessments (DSLAs) may be used to measure competencies such as problem solving and scientific inquiry because they provide an environment that allows the process of learning to be captured. These assessments provide many benefits that are superior to traditional hands-on laboratory tasks; as such, it is important to…
Descriptors: Computer Simulation, Science Laboratories, Formative Evaluation, Feedback (Response)
Yang, Xiaozhe; Cheng, Pei-Yu; Lin, Lin; Huang, Yueh Min; Ren, Youqun – Journal of Educational Computing Research, 2019
The creativity of the brain is usually measured by one's creative behavior or activity. This study explores connections between an individual's creative behavior and his or her creative brain by asking each participant to design an open-ended virtual product in an integrated system consisting of virtual reality and brainwaves. The results show a…
Descriptors: Creativity, Creative Thinking, Brain, Attention
Workman, Michael D. – Journal of Cybersecurity Education, Research and Practice, 2021
Cybersecurity capabilities in organizations and governmental agencies continue to lag behind the threats. Given the current environment, these entities have placed renewed emphasis on cybersecurity education. However, education appears to lack its full potential in most settings. Few empirical studies have systematically tested the efficacy of…
Descriptors: Computer Security, Information Security, Computer Science Education, Instructional Effectiveness
Impedovo, Maria Antonietta; Gadille, Martine – E-Learning and Digital Media, 2021
The purpose of this study was to explore the implications of students' and teacher's creative configuration in the physical and virtual world. This analysis will be performed in a secondary school. Adopting a socio-material perspective, this paper focuses on embodiment configuration features for sense-making via new technology mediation. The…
Descriptors: Secondary School Students, Computer Simulation, Human Body, Creativity
Ðoric, Biljana; Lambic, Dragan; Jovanovic, Željko – Research in Science Education, 2021
The aim of this study was to determine the impact of three different software simulations for studying Ohm's law and connecting resistors on students' academic performance. A total of 168 eighth-grade pupils were divided into three groups. The first group used the software containing the simulation with an already created electrical circuit, an…
Descriptors: Grade 8, Feedback (Response), Computer Software, Computer Simulation
Duncan-Vaidya, Elizabeth A.; Stevenson, Erica L. – Anatomical Sciences Education, 2021
Despite an increase in the use of technology in undergraduate anatomy education, and the rising popularity of online anatomy courses at community colleges in the United States, there have been no reports on the efficacy of augmented reality on anatomy education in this population. The purpose of this study was to test the hypothesis that augmented…
Descriptors: Community Colleges, Two Year College Students, Technology Uses in Education, Anatomy
Sirotová, Mariana; Michvocíková, Veronika – European Journal of Contemporary Education, 2021
The submitted study is of theoretical-empirical character. The theoretical part defines given key terms related to the issue of supervised teaching practice for future teachers. In addition to a brief characterisation of supervised teaching practice, attention is paid to the position and importance of information and communication technologies in…
Descriptors: Computer Simulation, Preservice Teachers, Preservice Teacher Education, College Students
Bodzin, Alec; Junior, Robson Araujo; Hammond, Thomas; Anastasio, David – Journal of Science Education and Technology, 2021
An immersive virtual reality (iVR) game for high school students to learn about locations in their watershed with a primary focus on their city was designed and developed, employing a design model that focuses on flow. An exploratory study with the iVR game was conducted in an urban school in the eastern USA with 57 adolescents ages 16-18 from a…
Descriptors: High School Students, Computer Games, Computer Simulation, Place Based Education
Zainuddin, Norziha Megat Mohd; Maarop, Nurazean; Hassan, Wan Azlan Wan – Asian Journal of University Education, 2021
Satisfaction is an important usability attribute in developing a courseware which involves end users. Measuring satisfaction among hearing-impaired students is different than measuring it among common students because they learn using sign language and have different learning styles. An educational courseware for hearing-impaired students is…
Descriptors: Hearing Impairments, Courseware, Computer Simulation, Student Satisfaction
Kirmizigül, Asli Saylan – Shanlax International Journal of Education, 2021
This study investigates the effects of the Algodoo interactive learning program on fifth-grade students' achievement in science and motivation towards science. The research was carried out in the fall semester of the 2020-2021 academic year with the participation of 110 fifth grade students. In the study, a pre-test-post-test control group…
Descriptors: Middle School Students, Grade 5, Student Motivation, Science Achievement
King, Seth A.; Dzenga, Chaidamoyo; Burch, Taneal; Kennedy, Krystal – Journal of Behavioral Education, 2021
Virtual reality (VR) places individuals within a simulated experience using an array of visual, auditory, and tactile interfaces. Research suggests VR, which facilitates the rehearsal of actual job duties and performance assessment during training, may improve professional development across a range of disciplines. Although studies incorporating…
Descriptors: Computer Simulation, Training, Behavior Change, College Students
Geng, Jie; Chai, Ching-Sing; Jong, Morris Siu-Yung; Luk, Eric Tsun-Hin – Interactive Learning Environments, 2021
This study explores the pedagogical potential of Interactive Spherical Video-Based Virtual Reality (ISVVR) in geography education from the teachers' perspective. Based on a synthesized developmental model, namely ACE (Acceptance, Creation, and Expertise), we analyzed 187 sets of survey data collected in teacher professional training in which…
Descriptors: Interactive Video, Computer Simulation, Field Trips, Technology Integration
Doganyigit, Sati; Islim, Omer Faruk – Music Education Research, 2021
Vocal training is a specialist, multidisciplinary subject area that helps individuals to develop the behaviours and skills to utilise their voices effectively, properly and pleasantly based on abstract narration. Vocal trainers use abstract concepts in order to make corrective interventions during vocal training, and aim to create associations…
Descriptors: Music Education, Educational Technology, Computer Simulation, Teaching Methods
Halili, Siti Hajar; Mohsin, Norharyanti; Razak, Rafiza Abdul – International Journal of Web-Based Learning and Teaching Technologies, 2021
This study aimed at identifying students' perception in terms of motivation, learning and engagement in using mobile flipped classroom approach based on Kolb's Learning Cycle (1984). This quantitative study was conducted using a questionnaire to collect the data. The collected data was analyzed using descriptive analysis (percentage, means and…
Descriptors: Student Attitudes, Flipped Classroom, Handheld Devices, Cognitive Style
Lehikko, Anu – Journal of Interactive Learning Research, 2021
To further the study of learning in the context of immersive virtual technologies, this systematic literature review addressed the following research questions: 'How is self-efficacy being studied in immersive virtual learning environments?' 'What kinds of self-efficacy findings have been made in immersive virtual learning environments?' The…
Descriptors: Self Efficacy, Computer Simulation, Virtual Classrooms, Educational Research

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