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Findley, Kelly; Whitacre, Ian; Hensberry, Karina – North American Chapter of the International Group for the Psychology of Mathematics Education, 2017
High-tech tools can be integrated to serve a number of purposes in the mathematics classroom, with different purposes being appropriate for different learning goals. We focus specifically on the various purposes for interactive simulations (sims). This study followed three experienced middle-school mathematics teachers integrating PhET sims into…
Descriptors: Mathematics Instruction, Teaching Methods, Interaction, Computer Simulation
Debeauvais, Thomas – ProQuest LLC, 2016
Game designers and researchers agree that the main motivation for starting playing a game is challenge. It is only a small step to say that when the game becomes too difficult, players can become frustrated and quit. While extensive work shows that challenge is central in player enjoyment, its influence on player retention has received little…
Descriptors: Persistence, Mixed Methods Research, Interviews, Online Surveys
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Attardi, Stefanie M.; Choi, Suwhan; Barnett, John; Rogers, Kem A. – Anatomical Sciences Education, 2016
A fully online section of an existing face-to-face (F2F) systemic human anatomy course with a prosection laboratory was offered for the first time in 2012-2013. Lectures for F2F students (N = 365) were broadcast in both live and archived format to online students (N = 40) using virtual classroom software. Laboratories were delivered online by a…
Descriptors: Anatomy, Human Body, Medical Education, Laboratories
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Wilkerson-Jerde, Michelle Hoda; Wilensky, Uri J. – Journal of the Learning Sciences, 2015
The learning sciences community has made significant progress in understanding how people think and learn about complex systems. But less is known about how people make sense of the quantitative patterns and mathematical formalisms often used to study these systems. In this article, we make a case for attending to and supporting connections…
Descriptors: Statistical Analysis, Behavior, Interviews, High School Students
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Yoon, Susan A.; Wang, Joyce – TechTrends: Linking Research and Practice to Improve Learning, 2014
Despite the potential of augmented reality (AR) in enabling students to construct new understanding, little is known about how the processes and interactions with the multimedia lead to increased learning. This study seeks to explore the affordances of an AR tool on learning that is focused on the science concept of magnets and magnetic fields.…
Descriptors: Simulated Environment, Computer Simulation, Interaction, Multimedia Instruction
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Peyghambarian, Farideh; Ashraf, Hamid; Fatemi, Mohammad Ali – Advances in Language and Literary Studies, 2014
GoEnglish.Me can provide EFL learners with authentic materials in a variety of topics. In addition to authentic materials, the site can offer an opportunity of learning real Spoken English by American Native Speakers. To achieve the purpose of this study, you can probe the effect of GoEnglish.Me on lower-intermediate EFL learners' speaking…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Technology
Beach, Jason; Wendt, Jeremy – International Association for Development of the Information Society, 2014
The purpose of this pilot study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity…
Descriptors: Interaction, Interpersonal Relationship, Simulated Environment, Educational Environment
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Girvan, Carina; Tangney, Brendan; Savage, Timothy – Computers & Education, 2013
Constructionism places an emphasis on the process of constructing shareable artefacts. Many virtual worlds, such as "Second Life", provide learners with tools for the construction of objects and hence may facilitate in-world constructionist learning experiences. However, the construction tools available present learners with a significant barrier…
Descriptors: Programming, Interviews, Distance Education, Novices
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Clarke, Christopher Peter – Program: Electronic Library and Information Systems, 2012
Purpose: This paper aims to examine the experiences of new users of Second Life in order to identify potential barriers and attractors to the expansion of the userbase and therefore the market for in-world information services. Design/methodology/approach: A multi-faceted methodological approach was taken utilising two questionnaires (pre- and…
Descriptors: Interviews, Interpersonal Relationship, Interaction, Electronic Libraries
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Marsh, Jackie – Reading Research Quarterly, 2011
This study examined the literacy practices of children ages 5-11 as they engaged in out-of-school use of virtual worlds. The purpose of the study was to explore the nature, purpose, and role of literacy in children's use of a virtual world. In this article, I reflect on how children's use of literacy practices in the virtual world constructed and…
Descriptors: Foreign Countries, Children, Recreational Activities, Computer Simulation
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Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang – Computers & Education, 2010
The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…
Descriptors: Feedback (Response), Experimental Groups, Computer Simulation, Learning Motivation