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Showing 1 to 15 of 33 results Save | Export
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Nenad Pavel – Design and Technology Education, 2023
Learning in makerspaces is free from curriculum and evaluation and is believed to yield practical, self-driven and solution-oriented learners. This study explores how makerspace pedagogy can be emulated in formal higher education settings to support this kind of learning. Action research was used to cultivate and review this pedagogical approach…
Descriptors: Machine Tools, Design Crafts, Visual Arts, Computer Peripherals
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Branko Andic; Zsolt Lavicza; Dijana Vuckovic; Mirjana Maricic; Eva Ulbrich; Stanko Cvjeticanin; Filip Petrovic – International Journal of Disability, Development and Education, 2024
This research attempts to examine the role of 3D printer as a learning tool in inclusive education. It examines the quality of verbal and nonverbal interactions between students with disabilities (SWD) and students without disabilities (SWOD) in an inclusive classroom at primary schools, where 3D printers were used as a learning tool. The results…
Descriptors: Foreign Countries, Elementary School Students, Students with Disabilities, Inclusion
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Arslan, Ayten; Erdogan, Ibrahim – International Journal of Progressive Education, 2021
The aim of this study was to determine the effects of 3D (3-dimensional) printing activities on pre-service teachers' self-efficacy in technological pedagogical content knowledge (TPCK) and their views of 3D printing activities. The study sample consisted of 39 students of science education, classroom teaching and preschool teaching departments of…
Descriptors: Computer Peripherals, Preservice Teachers, Self Efficacy, Pedagogical Content Knowledge
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Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
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Gosine, Laura; Kean, Brianna; Parsons, Chelsea; McSweeney, Matthew B. – Journal of Food Science Education, 2021
Three-dimensional (3D) food printing is a new technology that can be used to produce personalized and customized food products. However, very little research has been completed on how 3D food printers could be used as educational tools. As such, the objective of this study was to evaluate how teachers (n = 6), dietitians (n = 6), and nutrition…
Descriptors: Computer Uses in Education, Computer Peripherals, Printing, Food
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de Mooij, Susanne M. M.; Raijmakers, Maartje E. J.; Dumontheil, Iroise; Kirkham, Natasha Z.; van de Maas, Han L. J. – Journal of Computer Assisted Learning, 2021
While response time and accuracy indicate overall performance, their value in uncovering cognitive processes, underlying learning, is limited. A promising online measure, designed to track decision-making, is computer mouse tracking, where mouse attraction towards different locations may reflect the consideration of alternative response options.…
Descriptors: Error Patterns, Identification, Computer Peripherals, Computer Uses in Education
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Hsiao, Hsien-Sheng; Chen, Jyun-Chen; Lin, Chien-Yu; Zhuo, Pei-Wen; Lin, Kuen-Yi – Journal of Computer Assisted Learning, 2019
This study combined 3D printing technology with experiential learning strategies (ELS) to design a hands-on curriculum for preengineering students. The participants learned interdisciplinary knowledge and abstract scientific concepts through the curriculum. The study implemented a quasi-experimental design to examine whether the students who…
Descriptors: Computer Peripherals, Visual Aids, Experiential Learning, Computer Uses in Education
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Haas, Ben; Kreis, Yves; Lavicza, Zsolt – International Journal for Technology in Mathematics Education, 2021
This paper reports on a case study of two elementary school students with mathematical learning disabilities (MLD) (ages 10 and 11) using augmented reality (AR), digital and physical modelling in mathematics class. MLD students worked on modelling geometric shapes (cubes, cuboids, squared pyramids, and octahedrons) and forms (polygons) by…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Elementary School Students
Pomerantz, Jeffrey – EDUCAUSE, 2018
Extended reality (XR)--a wide range of technologies along a continuum, with the real world at one end and fully immersive simulations at the other--is having a dramatic impact on pedagogy in higher education. To explore the potential of XR technologies in higher education, EDUCAUSE and HP collaborated on the Campus of the Future: 3D Technologies…
Descriptors: Computer Peripherals, Computer Uses in Education, Computer Simulation, Higher Education
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Du, Xuejiao; Zhang, Qi – Educational Psychology, 2019
Previous research has verified the benefits obtained when learners trace out worked examples with the index finger. Our study conducted two experiments to explore the reasons for this phenomenon and its generalizability. Experiment 1 compared the learning effects among tracing, non-tracing, and cueing methods. The cueing method was included to…
Descriptors: Geometry, Mathematics Instruction, Cues, Teaching Methods
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Saorin, José Luis; Carbonell-Carrera, Carlos; Cantero, Jorge de la Torre; Meier, Cecile; Aleman, Drago Diaz – Turkish Online Journal of Educational Technology - TOJET, 2017
Spatial interpretation features as a skill to acquire in the educational curricula. The visualization and interpretation of three-dimensional objects in tactile devices and the possibility of digital manufacturing with 3D printers, offers an opportunity to include replicas of sculptures in teaching and, thus, facilitate the 3D interpretation of…
Descriptors: Sculpture, Visual Aids, Art Education, High School Students
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Wernholm, Marina; Vigmo, Sylvi – International Journal of Research & Method in Education, 2015
The aim of this article is to address how online tools and digital technologies can influence data collection opportunities. We are still at the early stages of piecing together a more holistic picture of the role of digital media in young people's everyday lives, especially regarding digital gaming among younger children. Digital technologies…
Descriptors: Foreign Countries, Computer Games, Data Collection, Cooperation
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Krivec, Tjaša; Muck, Tadeja; Germadnik, Rolanda Fugger; Majnaric, Igor; Golob, Gorazd – Journal of Visual Impairment & Blindness, 2014
Everyone has the right to freely participate in the cultural life of the community (United Nations, 2012). In Europe and around the globe, many efforts have been made in order to include people with visual impairments and blindness into the cultural life. The objects and artifacts exhibited in museums for people with visual impairments are…
Descriptors: Visual Impairments, Blindness, Museums, Tactile Adaptation
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Chou, Jyh Rong – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The touch mouse is a new type of computer mouse that provides users with a new way of touch-based environment to interact with computers. For more than a decade, user experience (UX) has grown into a core concept of human-computer interaction (HCI), describing a user's perceptions and responses that result from the use of a product in a particular…
Descriptors: Computer Peripherals, Computer Uses in Education, Handheld Devices, Educational Technology
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Adewara, Ademola Johnson; Lawal, Olufunke – Turkish Online Journal of Distance Education, 2015
The Open and Distance Learning (ODL) education for science teachers is seen as a solution to the problems of equity and access to teacher education in Nigeria. It is used to provide cost-effective Science Teacher Education, and to train large numbers of teachers within a short period of time. The need for training science teachers through ODL…
Descriptors: Science Teachers, Foreign Countries, Case Studies, College Students
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