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Fidan, Mustafa; Tuncel, Meric – Cypriot Journal of Educational Sciences, 2018
The purpose of this study is to investigate the specific features of the articles on augmented reality (AR) published in the journals of education indexed in the SSCI database between 2012 and 2017. In this context, the articles were examined in terms of their years of publication, number of authors, countries, educational disciplines/fields,…
Descriptors: Simulated Environment, Educational Research, Journal Articles, Computer Simulation
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Astutik, Sri; Prahani, Binar Kurnia – International Journal of Instruction, 2018
Using Collaborative Creativity Learning (CCL) model that is integrated with PhET simulation, this study aims to improve students' scientific creativity in natural science lesson. This research is an experimental study. The sample in this study is 144 junior high school students. The practicality and effectiveness of CCL model that is integrated…
Descriptors: Cooperation, Creativity, Junior High School Students, Cooperative Learning
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Nkemakolam, Okwuduba Emmanuel; Chinelo, Offiah Francisca; Jane, Madichie Chinyere – Asian Journal of Education and Training, 2018
The poor performance of students in chemistry is often blamed on inadequate practical exposure during the teaching of chemistry due to hazardous nature of some chemistry experiments. Consequently, the search for teaching method that will be used to overcome this practical constraint has continued to engage researchers. Specifically, the main…
Descriptors: Computer Simulation, Secondary School Students, Academic Achievement, Foreign Countries
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Dressler, Virginia A.; Kan, Koon-Hwee – Journal of Museum Education, 2018
Theoretical and practical implications of incorporating Quick Response (QR) codes in a traveling international art exhibition are addressed in this paper. Blending the physical and virtual dimensions, the exhibition undergirded a pilot study of the integration of technology into traditional museum settings in both China and the United States. The…
Descriptors: Museums, Case Studies, Teaching Methods, Technology Integration
Zimotti, Giovanni – ProQuest LLC, 2018
The current study attempts to investigate the potential benefit of using a custom-designed virtual reality experience to reduce the social distance between the students and the speakers of the target language. This virtual reality experience provides opportunities for students to acclimate to the Spanish culture and at the same time practice and…
Descriptors: Computer Simulation, Simulated Environment, Interpersonal Relationship, Cultural Awareness
Baratchian, Taher; Hashemi, Shahnaz; Jafari, Ali; Far, Mohammad Soltani – Journal of Educational Psychology - Propositos y Representaciones, 2020
Virtual social networks nowadays play a very important role in getting and receiving daily news. Therefore, it is necessary to know the extent and reasons for users to use this tool and compare it with other media. Therefore, it is essential to know the extent and reasons for users to utilize this tool and compare it with other media. This study…
Descriptors: Social Networks, Computer Simulation, Comparative Analysis, Computer Software
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Ndihokubwayo, Kizito; Uwamahoro, Jean; Ndayambaje, Irénée – EURASIA Journal of Mathematics, Science and Technology Education, 2020
Information Communication Technology (ICT) is becoming valuable tools to help improve education, especially during teaching and learning of Science, Technology, Engineering, and Mathematics (STEM) subjects. In this regard, we conducted this study to explore the usability of ICT tools in Physics taught courses. To collect data, we used classroom…
Descriptors: Usability, Technology Integration, Computer Simulation, Video Technology
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Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving
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Arikan, Fatih; Özgür, Hasan – Shanlax International Journal of Education, 2020
The purpose of the study is to determine the effect of augmented reality applications on the learning of engineering students in their professional courses. The objective of the study is to ensure that augmented reality technologies, which are among the most important technologies of today, are used in educational settings. The other important…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Teaching Methods
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Asakura, Kenta; Occhiuto, Katherine; Todd, Sarah; Leithead, Cedar; Clapperton, Robert – Journal of Teaching in Social Work, 2020
In discussing a university-industry partnership on the development of an Artificial Intelligence (AI)-based simulation platform, this conceptual paper explores the use of Natural Language Processing (NLP) as a pedagogical innovation in social work. Critically reflecting upon this ongoing project, we discuss the current promises and limitations of…
Descriptors: Social Work, Artificial Intelligence, Partnerships in Education, School Business Relationship
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Can, Tuncer – Turkish Online Journal of Educational Technology - TOJET, 2020
Training foreign language teachers for 21st century requires the consideration of digital skills as well as the change of focus from more structural foreign language instruction to more discourse oriented foreign language instruction. In this context, pre-service language teachers need to learn language teaching methodology and instructional…
Descriptors: Foreign Countries, Preservice Teachers, Preservice Teacher Education, English Teachers
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Astuti, Tiwi Nur; Sugiyarto, Kristian Handoyo; Ikhsan, Jaslin – International Journal of Instruction, 2020
The 3D visualization program paves the way for the development of virtual reality. This study produces a 3D visualization program in virtual reality to increase high school students' critical thinking skills and scientific attitude. The Research and Development (R&D) method was based on the ADDIE model - analysis, design, develop, implement,…
Descriptors: Chemistry, Critical Thinking, Thinking Skills, Scientific Attitudes
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Wang, Hong-Syuan; Chen, Sufen; Yen, Miao-Hsuan – Physical Review Physics Education Research, 2021
This study aims to examine the effectiveness of metacognitive scaffolding in different inquiry tasks related to optics. Two high school classes participated in this study. One class, the treatment group (n = 33), which integrated metacognitive prompts into the simulation-based inquiry, was compared to the other class, the control group (n = 34),…
Descriptors: Metacognition, Scaffolding (Teaching Technique), Science Process Skills, Teaching Methods
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Pregowska, Agnieszka; Masztalerz, Karol; Garlinska, Magdalena; Osial, Magdalena – Education Sciences, 2021
Surprisingly, distance education is quite an old concept. Its origins date back to the first correspondence-based course, which took place via the postal service in Boston, USA, in the 18th century. Rapid technological developments, especially in video and audio streaming, have increased the availability of such courses and moved learning into the…
Descriptors: Distance Education, Online Courses, COVID-19, Pandemics
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Veletsianos, George; VanLeeuwen, Charlene A.; Belikov, Olga; Johnson, Nicole – International Review of Research in Open and Distributed Learning, 2021
Digital education refers to in-person, blended, and fully online learning efforts, as well as attempts to capture a wide range of teaching and learning contexts which make use of digital technology. While digital education is pervasive in Canada, pan-Canadian data on digital education are relatively scarce. The Canadian Digital Learning Research…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Online Courses
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