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Showing 16 to 30 of 78 results Save | Export
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Riner, Ashley; Hur, Jung Won; Kohlmeier, Jada – Journal of Educational Technology Systems, 2022
While virtual reality (VR) technology can provide students with first-hand and situational learning experiences, limited studies have integrated VR in a K-12 classroom, resulting in the lack of understanding of the benefits and challenges of VR use in classroom settings. To examine the impact of VR on student learning, this study employed a…
Descriptors: Computer Simulation, Technology Integration, Social Studies, Grade 9
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Steele, Patricia; Burleigh, Cheryl; Kroposki, Margaret; Magabo, Myrene; Bailey, Liston – Journal of Educational Technology Systems, 2020
Developers and designers of virtual and augmented reality (VR/AR) products are expressing concerns regarding accountability for ethical design and use of VR/AR products in virtual learning environments. Within the field of education, more research is needed to determine how VR/AR designers make decisions regarding ethical issues, and particularly…
Descriptors: Ethics, Computer System Design, Computer Simulation, Instructional Design
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Haghanikar, Taraneh Matloob; Hooper, Lisa M. – Journal of Educational Technology Systems, 2021
Using multicultural children's literature is one way to help preservice teachers build cultural knowledge and awareness about diversity. Another possible practice, not commonly used, is the addition of emerging technology in conjunction with conventional instructional approaches. In this article, we reviewed incorporating a lesson about…
Descriptors: Homeless People, Teaching Methods, Picture Books, Computer Simulation
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Huang, Albert – Journal of Educational Technology Systems, 2019
This article describes how virtualization technology can provide a solution to the difficulties in teaching, learning, and assessing students' performance in computer networking subjects. The focus of this article is to show how virtualization technology can provide students with hands-on practice, can largely reduce the need for physical…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Experiential Learning
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Gelsomini, Federico; Kanev, Kamen; Barneva, Reneta P.; Walters, Lisa – Journal of Educational Technology Systems, 2020
Memorization is essential when new knowledge is based on association with existing knowledge. It is key in acquiring logographic languages, such as Chinese and Japanese. Such languages present challenges to students possessed of alphabet-based mother tongues. To meet these challenges, we discuss a technology-enhanced learning method to address the…
Descriptors: Second Language Learning, Second Language Instruction, Orthographic Symbols, Memorization
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Domingo, Jelia R.; Bradley, Elizabeth Gates – Journal of Educational Technology Systems, 2018
The purpose of this study was to ascertain student perceptions of the use and value of three-dimensional virtual environments. A grounded theory approach was used to gather and examine data. Just over half of student participants reported positive experiences. However, most experienced technical difficulties. Despite the technical challenges of…
Descriptors: Student Attitudes, Computer Simulation, Grounded Theory, Online Courses
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Johnston, Elizabeth; Olivas, Gerald; Steele, Patricia; Smith, Cassandra; Bailey, Liston – Journal of Educational Technology Systems, 2018
New virtual reality (VR) applications for education appear frequently in the marketplace but rarely contain explicit pedagogies. The research objective of this study was to identify and categorize principles and practices of pedagogy that are evident but not articulated in selected VR applications for education. Analysis of public content for the…
Descriptors: Computer Simulation, Electronic Learning, Educational Principles, Content Analysis
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Irava, Vastav; Pathak, Aditi; DeRosier, Melissa; Chatterjee Singh, Nandini – Journal of Educational Technology Systems, 2019
"Hall of Heroes," a digital game, was used to compare social and emotional skills of 63 adolescent female students matched for age across Malaysia, South Africa, and the United States. Participants were assessed on six social and emotional competencies during game play, namely impulse control, cooperation, communication, social…
Descriptors: Cross Cultural Studies, Computer Games, Social Development, Interpersonal Competence
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O'Connor, Eileen A. – Journal of Educational Technology Systems, 2018
Within an online science teacher education course, an important although secondary goal was to prepare students for a high-stakes licensure portfolio at some time after course completion. Thus, various communication technologies including synchronous virtual reality meetings and asynchronous student self-created video commentaries were interwoven…
Descriptors: Computer Simulation, Virtual Classrooms, Online Courses, Science Education
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Barneva, Reneta P.; Kanev, Kamen; Kapralos, Bill; Jenkin, Michael; Brimkov, Boris – Journal of Educational Technology Systems, 2017
We place collaborative student engagement in a nontraditional perspective by considering a novel, more interactive educational environment and explaining how to employ it to enhance student learning. To this end, we explore modern technological classroom enhancements as well as novel pedagogical techniques which facilitate collaborative learning.…
Descriptors: Teaching Methods, Learner Engagement, Cooperative Learning, Technology Uses in Education
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Bradley, Elizabeth G. – Journal of Educational Technology Systems, 2015
In this increasingly digital age, student plagiarism is rampant. Roughly half of college students admit to plagiarizing using content found online, directly copying and pasting the work of others. Digital technology and social media have greatly changed the landscape of how knowledge is acquired and disseminated; thus, students must be explicitly…
Descriptors: Prevention, Plagiarism, Computer Simulation, Teaching Methods
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Karagiorgas, Dimitrios N.; Niemann, Shari – Journal of Educational Technology Systems, 2017
In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…
Descriptors: Educational Games, Video Games, Comparative Analysis, Learning Processes
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O'Connor, Eileen A.; Domingo, Jelia – Journal of Educational Technology Systems, 2017
With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
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Bradley, Elizabeth Gates; Kendall, Brittany – Journal of Educational Technology Systems, 2014
Computer simulations can provide guided practice for a variety of situations that pre-service teachers would not frequently experience during their teacher education studies. Pre-service teachers can use simulations to turn the knowledge they have gained in their coursework into real experience. Teacher simulation training has come a long way over…
Descriptors: Educational Technology, Computer Simulation, Teacher Education, Preservice Teachers
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Christopoulos, Athanasios; Conrad, Marc; Shukla, Mitul – Journal of Educational Technology Systems, 2018
This research links learner engagement with interactions when Hybrid Virtual Learning models are used. Various aspects have been considered, such as learners' prior experiences related to virtual worlds, their preconceptions regarding their use as a learning tool, and the impact that instructional designers' choices have on enhancing the…
Descriptors: Educational Games, Blended Learning, Computer Simulation, Learner Engagement
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