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Hwang, Gwo-Jen; Chang, Chun-Chun; Chien, Shu-Yun – British Journal of Educational Technology, 2022
Increasing learners' sense of presence is important in professional training, in particular, when aiming to foster their competences of making judgements and solving problems when facing real cases. However, in conventional training programmes, sometimes it is difficult to situate learners in real cases owing to several considerations, such as…
Descriptors: Video Technology, Computer Simulation, Prompting, Authentic Learning
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Hajian, Shiva; Jain, Misha; Liu, Arita L.; Obaid, Teeba; Fukuda, Mari; Winne, Philip H.; Nesbit, John C. – European Journal of Educational Research, 2021
We investigated the effects of just-in-time guidance at various stages of inquiry learning by novice learners. Thirteen participants, randomly assigned to an intervention (n = 8) or control (n = 5) group, were observed as they learned about DC electric circuits using a web-based simulation. Just-in-time instructional prompts to observe, predict,…
Descriptors: Science Instruction, Instructional Effectiveness, Physics, Scientific Concepts
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Kellems, Ryan O.; Cacciatore, Giulia; Hansen, Blake D.; Sabey, Christian V.; Bussey, Heidi C.; Morris, Jared R. – Journal of Special Education Technology, 2021
The purpose of this study was to determine the effectiveness of a video-based instruction packet for teaching math-based vocational skills delivered through augmented reality (AR) to three adults with intellectual disabilities. The dependent variable was the percentage of steps performed correctly to solve each selected type of math problem. The…
Descriptors: Instructional Effectiveness, Mathematics Instruction, Mathematics Skills, Daily Living Skills
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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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Chang, Kuo-En; Chen, Yu-Lung; Lin, He-Yan; Sung, Yao-Ting – Computers & Education, 2008
This paper describes the effects of learning support on simulation-based learning in three learning models: experiment prompting, a hypothesis menu, and step guidance. A simulation learning system was implemented based on these three models, and the differences between simulation-based learning and traditional laboratory learning were explored in…
Descriptors: Computer Simulation, Prompting, Physics, Science Laboratories