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Moorman-Li, Robin; Egelund, Eric F.; Reid, Jessica; Motycka, Carol A.; Coyne, Ashlan Kunz; Jakab, Eric; Stultz, Kimberly; Buring, Shauna; Miller, Stacy – Journal of Curriculum and Teaching, 2020
The response to COVID-19 created a need to evaluate options and develop innovative solutions to assure students progressed towards graduation. Creating both a Community Pharmacy APPE Test-Out Option and a Virtual Community Pharmacy APPE was a positive experience which provided a vital resource for students who were unable to complete the…
Descriptors: Computer Simulation, Pharmaceutical Education, Experiential Learning, COVID-19
Muniady, Vicneas; Mohamad Ali, Ahmad Zamzuri – International Journal of Instruction, 2020
Virtual agents are animated life-like characters generally used in virtual learning environments to facilitate learning tasks. With virtual agent, students can hold meaningful interactions throughout the learning process for more effective cognition. Hence, the effectiveness of virtual agent in term of promoting positive emotions is very much…
Descriptors: Multimedia Instruction, Computer Simulation, Electronic Learning, Realism
Azita, Manouchehri; Ayse, Ozturk; Azin, Sanjari – Mathematics Teacher: Learning and Teaching PK-12, 2020
In this article we illustrate how one teacher used PhET cannonball simulation as an instructional tool to improve students' algebraic reasoning in a fifth grade classroom. Three instructional phases effective to implementation of simulation included: Free play, Structured inquiry and, Synthesizing ideas.
Descriptors: Algebra, Logical Thinking, Grade 5, Elementary School Mathematics
Potter, John; Cowan, Kate – Global Studies of Childhood, 2020
This article takes as its starting point a recognition of play as meaning-making, and the playground as a rich and dynamic 'meaning-makerspace' where children draw moment-to-moment, rapidly and readily on the multiple resources available to them to make signs of their interest evident. These resources are drawn from their own lifeworlds, folkloric…
Descriptors: Play, Playgrounds, Elementary School Students, Video Games
Dere, H. Ebru; Kalelioglu, Filiz – Informatics in Education, 2020
The purpose of this study is to investigate the effects of applications created using a web-based 3D design environment on the spatial visualisation and mental rotation abilities of secondary school students. A total of 63 school students from the sixth grade participated in the study. The researchers applied a mixed research method including both…
Descriptors: Spatial Ability, Visualization, Geometric Concepts, Depth Perception
Wainman, Bruce; Pukas, Giancarlo; Wolak, Liliana; Mohanraj, Sylvia; Lamb, Jason; Norman, Geoffrey R. – Anatomical Sciences Education, 2020
Anatomy education has been revolutionized through digital media, resulting in major advances in realism, portability, scalability, and user satisfaction. However, while such approaches may well be more portable, realistic, or satisfying than traditional photographic presentations, it is less clear that they have any superiority in terms of student…
Descriptors: Computer Simulation, Depth Perception, Medical Education, Anatomy
Pellas, Nikolaos; Kazanidis, Ioannis; Palaigeorgiou, George – Education and Information Technologies, 2020
Various studies have widely utilized mixed reality (MR) in primary and secondary (K-12) education. Nevertheless, there has been relatively no explicit focus on a substantial amount of studies that are reviewed systematically in order to present and suggest the educational benefits of MR technology for the development of learning environments. The…
Descriptors: Literature Reviews, Educational Environment, Computer Simulation, Blended Learning
Chen, Julian ChengChiang – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2020
Unique affordances of 3D multi-user virtual environments (e.g., immersive simulation, avatar tele/copresence) have attracted language teachers and researchers to explore the effects of Second Life (SL) on learners' language outcomes and perceptions. Research on such a synergy of language education and virtual learning has suggested learners'…
Descriptors: Virtual Classrooms, Resilience (Psychology), Professional Development, Action Research
Bouck, Emily C.; Park, Jiyoon; Cwiakala, Katie; Whorley, Abbie – Journal of Behavioral Education, 2020
Fractions are an important mathematical concept for both more advanced mathematical concepts and daily living activities (e.g., cooking) and thus are important for all students to learn. In this study, researchers explored the use of the virtual-abstract (VA) instructional sequence to teach three middle school students with disabilities three…
Descriptors: Fractions, Mathematics Instruction, Teaching Methods, Computer Simulation
Wells, Trent; Miller, Greg – Journal of Agricultural Education, 2020
Simulator technologies such as virtual reality (VR) can serve as practical tools in the educational process. VR technology applications can be effectively used for weld process training. Weld process training can often be found in university-level agricultural education settings. We sought to determine if using a VR technology application within…
Descriptors: Welding, Computer Simulation, Computer Uses in Education, Agricultural Education
Hancock, Stacey A.; Rummerfield, Wendy – Journal of Statistics Education, 2020
Sampling distributions are fundamental to an understanding of statistical inference, yet research shows that students in introductory statistics courses tend to have multiple misconceptions of this important concept. A common instructional method used to address these misconceptions is computer simulation, often preceded by hands-on simulation…
Descriptors: Teaching Methods, Sampling, Experiential Learning, Computer Simulation
Madanipour, Parian; Cohrssen, Caroline – Australasian Journal of Early Childhood, 2020
The incorporation of digital technologies is explicitly addressed in the Early Years Learning Framework for Australia. The use of augmented reality (AR) technology, as one form of digital technology, is increasingly embedded in digital applications because it allows individuals to interact with real and virtual objects. A significant body of…
Descriptors: Computer Simulation, Early Childhood Education, Foreign Countries, Technology Integration
Ju, Song; Zhou, Guojing; Barnes, Tiffany; Chi, Min – International Educational Data Mining Society, 2020
Identifying critical decisions is one of the most challenging decision-making problems in real-world applications. In this work, we propose a novel Reinforcement Learning (RL) based Long-Short Term Rewards (LSTR) framework for critical decisions identification. RL is a machine learning area concerning with inducing effective decision-making…
Descriptors: Decision Making, Reinforcement, Artificial Intelligence, Man Machine Systems
Margherita Malanchini; Kaili Rimfeld; Nicholas G. Shakeshaft; Andrew McMillan; Kerry L. Schofield; Maja Rodic; Valerio Rossi; Yulia Kovas; Philip S. Dale; Elliot M. Tucker-Drob; Robert Plomin – npj Science of Learning, 2020
Performance in everyday spatial orientation tasks (e.g., map reading and navigation) has been considered functionally separate from performance on more abstract object-based spatial abilities (e.g., mental rotation and visualization). However, few studies have examined the link between spatial orientation and object-based spatial skills, and even…
Descriptors: Intelligence, Spatial Ability, Twins, Task Analysis
Yi-Ju Wu; Dorothy M. Chun – Educational Technology & Society, 2025
Although the number of studies investigating the use of immersive VR (iVR) for language learning is rapidly rising, only a few studies have examined how teachers learn to incorporate iVR into their lesson planning and how they can take advantage of the unique affordances of the medium to aid language learning. This article reports on how 50…
Descriptors: Computer Simulation, Instructional Design, Preservice Teachers, Technology Uses in Education

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