NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 7 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Aaron W. Beger; Sarah Hannan; Riya Patel; Eva M. Sweeney – Advances in Physiology Education, 2025
Virtual escape rooms (ERs) require learners to solve puzzles and answer riddles while trying to "escape" a digital room. Although the educational merit of such gamified learning activities continues to be realized, guides on the development of ERs are lacking, as well as student perceptions on how, if, and where they should be integrated…
Descriptors: Anatomy, Computer Simulation, Gamification, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Smith, C. Michael; Gibbs, Sharon C. – Journal of Education for Business, 2020
In higher education, business students with different learning styles may not all respond successfully to a straight lecture format. The authors analyze the impact that an experiential learning activity (an optional stock market trading simulation) has demonstrated on student success in a college investments course. Findings suggest that students…
Descriptors: Investment, Experiential Learning, College Students, Instructional Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Rajiv Satsangi; Stephanie D. Sigmon – Remedial and Special Education, 2024
Whole number computations are a critical skill that serves as a foundation upon which higher-order concepts in mathematics are taught to children. To facilitate their instruction, educators often use multiple representations to support a child's cognition. Representations with physical manipulatives are widely studied through a graduated…
Descriptors: Multiplication, Thinking Skills, Elementary School Students, Learning Problems
Peer reviewed Peer reviewed
Direct linkDirect link
An, Brian; Brown, Donald; Guerlain, Stephanie – IEEE Transactions on Learning Technologies, 2019
Despite the growth in the use of serious games to train and evaluate cross-cultural competence, few studies have examined the content and dialogue development methods associated with these training systems. This study presents a framework for generating content for serious games targeting culturally appropriate communication and an evaluation of a…
Descriptors: Educational Games, Game Based Learning, Intercultural Communication, Cultural Awareness
Peer reviewed Peer reviewed
Direct linkDirect link
Zimmermann, Laura K. – College Teaching, 2013
Interest in the use of technology in the classroom continues to grow. The current study included 100 students who registered for a 200 level child development class at a private university in Northern Virginia. Students were from 4 different sections taught by the same professor in different semesters. Two of the sections used a textbook. The…
Descriptors: Computer Simulation, Teaching Methods, Educational Technology, Child Development
Peer reviewed Peer reviewed
Direct linkDirect link
Bloodgood, Robert A. – Anatomical Sciences Education, 2012
Histology laboratory instruction is moving away from the sole use of the traditional combination of light microscopes and glass slides in favor of virtual microscopy and virtual slides. At the same time, medical curricula are changing so as to reduce scheduled time for basic science instruction as well as focusing on student-centered learning…
Descriptors: Active Learning, Peer Teaching, Group Activities, Science Laboratories
Peer reviewed Peer reviewed
Direct linkDirect link
Kadiam, Subhash Chandra Bose S. V.; Mohammed, Ahmed Ali; Nguyen, Duc T. – Journal of STEM Education: Innovations and Research, 2010
In this paper, we describe an approach to analyze 2D truss/Frame/Beam structures under Flash-based environment. Stiffness Matrix Method (SMM) module was developed as part of ongoing projects on a broad topic "Students' Learning Improvements in Science, Technology, Engineering and Mathematics (STEM) Related Areas" at Old Dominion…
Descriptors: Civil Engineering, Scores, Internet, Item Response Theory