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Cukurbasi Calisir, Esma; Sabuncu, Firat Hayyam; Altun, Eralp – Online Submission, 2022
After the COVID-19 pandemic, both teachers and learners have reached a new understanding in the use of technology. With the change in the understanding of education, their access to technology has become a necessity. The adoption of Internet technologies as a learning tool facilitated the adoption of the metaverse environment. One of the most…
Descriptors: Computer Simulation, Electronic Learning, Technology Uses in Education, Simulated Environment
Shi, Zhixing; Ma, Junjie – Online Submission, 2021
The development and popularization of online classroom is an inevitable trend given the tremendous progress of science and technology and the advent of 5G information era. In this special period, if possible, most of the offline classes are converted to online classes, using tablets or computers for online classes. Online classes are divided into…
Descriptors: Educational Technology, Educational Innovation, Online Courses, Technology Uses in Education
Imamoglu, Mehmet; Imamoglu, Osman – Online Submission, 2018
The purpose of this study is to examine three-dimensional human modeling software suitable for use in the field of sport sciences. Three-dimensional modeling takes place by transferring virtual objects to objects in our real or imaginary world. Virtual objects, which are transferred to virtual environments by a designer or a design team using…
Descriptors: Visual Aids, Computer Software, Human Body, Sports Medicine
Tan, Da Yang – Online Submission, 2021
Applying physical principles is important for designs of various products with tailored performances. However, one of the long-standing issues of the students' design projects (or school's interdisciplinary projects) is the post-hoc imposition of the knowledge learned in their content subjects. This post-hoc imposition significantly diminishes the…
Descriptors: Physics, Science Instruction, Teaching Methods, Design
Mahmoud M. S. Abdallah – Online Submission, 2025
This article offers a rigorous and forward-looking examination of contemporary research directions and transformative trends within the fields of TESOL (Teaching English to Speakers of Other Languages) and TEFL (Teaching English as a Foreign Language). Positioned at the intersection of rapidly evolving technologies, innovative pedagogies, and…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Language Teachers
Ozen, Hamit – Online Submission, 2017
Even though transformations have been made in Turkey, schools have turned into places where partners are unhappy. Recently, education has moved into a new dimension called the system of objects in consumer society. The consumer society has become devoted to the system of objects, as people are not consuming for need but for want. Model schools and…
Descriptors: Foreign Countries, Partnerships in Education, Simulation, Institutional Characteristics
Abdallah, Mahmoud M. S. – Online Submission, 2021
Computer-Assisted Language Learning (CALL) for 4th Year EFL Student Teachers is a complementary language teaching methodology course, with a specific focus on computer-assisted language learning approaches, methods, techniques and procedures as well as the computer-based tools, devices, applications and facilities that can be used to facilitate…
Descriptors: Computer Assisted Instruction, Handheld Devices, Telecommunications, Second Language Learning
Aksoy, Gokhan – Online Submission, 2013
The purpose of this study is to determine the effect of computer animation technique on academic achievement of students in the "Solar System and Beyond" unit lecture as part of the Science and Technology course of the seventh grade in primary education. The sample of the study consists of 60 students attending to the 7th grade of primary school…
Descriptors: Academic Achievement, Teaching Methods, Astronomy, Animation
Kretschmann, Rolf – Online Submission, 2010
The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…
Descriptors: Emotional Intelligence, Physical Education, Socialization, Informal Education
Marshall, Krista Sekeres – Online Submission, 2011
The purpose of this study was to evaluate student understanding and application of computational thinking patterns to novel situations. Over 500 students, who had just designed and programmed a Frogger-style game using the AgentSheets platform, responded to a newly developed video-prompt survey instrument administered in the Fall 2010 semester.…
Descriptors: Video Technology, Grounded Theory, Thinking Skills, Games
Eldakak, Sam – Online Submission, 2012
Computers can help the range of ways learners build up their own perception. Students who collect data from the Internet can be self-directed and independent. They can select sources to study and the connections to follow. Relying on the bounds laid down by teachers, the students may be in full control of their subjects and their studies. Students…
Descriptors: Computer Uses in Education, Computer Software, Educational Technology, Multimedia Materials
Tezer, Murat – Online Submission, 2007
At universities in the faculties of Engineering, Sciences, Business and Economics together with higher education in Computing, it is stated that because of the difficulty, calculators and computers can be used in Numerical Analysis (NA). In this study, the learning computer supported NA will be discussed together with important usage of the…
Descriptors: Mathematics Education, Calculators, Computer Simulation, Computer Uses in Education
Yuzer, T. Volkan – Online Submission, 2007
The Internet usage has been increasing among persons in the worldwide. This situation highlights that the number of potential distance learners has been increasing in the Internet society. Besides, the terms and concepts of the Internet environments become to be spread out in this society like virtual reality. It is also possible to explain the…
Descriptors: Virtual Classrooms, Internet, Human Body, Computer Simulation
Supramaniam, Mahadevan; Shanmugam, Bala – Online Submission, 2009
The purpose of this study was to examine the implementation flow and development of retail bank management simulation based training system which could provide a comprehensive knowledge about the operations and management of banks for the banking students. The prototype of a Retail banking simulation based training system was developed based on…
Descriptors: Banking, Client Server Architecture, Retailing, Instructional Design
Nuhoglu, Hasret – Online Submission, 2008
System Dynamics is a well formulated methodology for analyzing the components of a system including cause-effect relationships and their underlying mathematics and logic, time delays, and feedback loops. It began in the business and manufacturing world, but is now affecting education and many other disciplines. Having inspired by successful policy…
Descriptors: Systems Analysis, Systems Approach, Middle Schools, Secondary School Science
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