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Hans G. K. Hummel; Rob Nadolski; Hugo Huurdeman; Giel van Lankveld; Konstantinos Georgiadis; Aad Slootmaker; Hub Kurvers; Mick Hummel; Petra Neessen; Johan van den Boomen; Ron Pat-El; Julia Fischmann – Journal of Computer Assisted Learning, 2024
Background: Complex skills, like analytical thinking, are essential in preparing students for future professions. Serious games hold potential to stimulate the online acquisition of such professional skills in an active and experiential way. Objective: Rubrics are proven assessment and evaluation instruments, but were never directly integrated…
Descriptors: Game Based Learning, Scoring Rubrics, Educational Games, Computer Simulation
Eric Jordan Mendelson – ProQuest LLC, 2022
Educators and researchers have long contemplated the most effective ways to provide feedback to students, to build sustainable feedback practices, and to establish feedback literacy. While a considerable amount of research, theory, and practical approaches exist to support the effect of formative feedback practices, less research exists on the…
Descriptors: Preservice Teachers, Teacher Attitudes, Feedback (Response), Data Use
Pecore, John L.; Nagle, Corey; Welty, Tadlee; Kim, Minkyoung; Demetrikopoulos, Melissa – Journal of Science Teacher Education, 2023
Effective questioning and discussion are fundamental instructional skills for science teacher candidates to master. These skills are important for teacher competence that aids student achievement. Opportunities to practice these skills in traditional teacher preparation programs may be limited. This embedded single case study focused on an…
Descriptors: Preservice Teachers, Science Teachers, Computer Simulation, Science Education
Student, Sanford R. – Educational Researcher, 2022
Empirical growth benchmarks, as introduced by Hill, Bloom, Black, and Lipsey (2008), are a well-known way to contextualize effect sizes in education research. Past work on these benchmarks, both positive and negative, has largely avoided confronting the role of vertical scales, yet technical issues with vertical scales trouble the use of such…
Descriptors: Computer Simulation, Benchmarking, Effect Size, Intervention
Theresa G. Schnable; Christine A. Schindler; Jeffrey D. Roche; Karli Webster; Chris Larkee; Maharaj Singh; John F. Ladisa Jr. – Frontiers: The Interdisciplinary Journal of Study Abroad, 2024
This pilot study adds to the understanding of interventions to manage acculturative stress experienced during undergraduate study abroad programs. It was designed to evaluate the impact of cognitive behavioral strategy training combined with intentional practice during mixed reality (MR) simulations on acculturative stress. Participants included a…
Descriptors: Nursing Education, Study Abroad, Acculturation, Self Efficacy
Reis, Helena Macedo; Alvares, Danilo; Jaques, Patrícia A.; Isotani, Seiji – Informatics in Education, 2021
Emotions can influence cognitive development and are key elements to the teaching-learning process. Positive emotions (e.g., engagement) can improve the ability to solve problems, store information, and make decisions. On the other hand, negative emotions (e.g., boredom) reduce the capacity to process information at a deeper level, preventing…
Descriptors: Emotional Response, Teaching Methods, Algebra, Mathematics Instruction
Rachel A. Razza; Ying Zhang; Amy Edelstein – School Psychology International, 2025
When the COVID-19 pandemic posed barriers to traditional school-based primary prevention programs for youth, interventions quickly pivoted to online delivery. While mindfulness-based programs include those that were adapted, research on their benefits and acceptance is limited. This study examined the 12-week Inner Strength mindfulness teen…
Descriptors: COVID-19, Pandemics, Metacognition, Prevention
Scholtz, Frances; Hughes, Suzaan – Journal of Applied Research in Higher Education, 2021
Purpose: The purpose of this paper is to review published research to discern the trends in instructional practices and interventions that educators employ to augment simulation based learning in business education. Design/methodology/approach: Qualitative research was conducted using a systematic review of scholarly articles that satisfied…
Descriptors: Business Administration Education, Computer Simulation, Teaching Methods, Intervention
Mallavarapu, Aditi; Lyons, Leilah; Uzzo, Stephen – Journal of Learning Analytics, 2022
Large-group (n > 8) co-located collaboration has not been adequately studied because it demands different conceptual framings than those used to study small-group collaboration, while also posing pragmatic constraints on data collection. Working within these pragmatic constraints, we use video data to devise an indicator of the current…
Descriptors: Social Networks, Network Analysis, Cooperative Learning, Data Collection
Kashmi Mondal – Journal of Educational Technology, 2025
This research examines the integration of wearable technology in English Language Teaching (ELT) within higher education technical institutions in India. Traditional ELT methodologies struggle to meet the diverse learning needs of students in large, resource-constrained classrooms. Limited access to skilled language instructors, varying…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Simulation
Mosher, Maggie A.; Carreon, Adam C. – Research in Learning Technology, 2021
This systematic literature review was conducted to explore the social validity of augmented reality (AR), virtual reality (VR), and mixed reality (MR) as a means of providing social skill instruction to students with autism spectrum disorder (ASD). Forty-one articles met the inclusion criteria, including five studies utilizing AR and the remaining…
Descriptors: Interpersonal Competence, Skill Development, Social Development, Autism
Dawson, Melanie Rees; Lignugaris/Kraft, Benjamin – Teacher Education and Special Education, 2017
Novice teachers need to develop foundation teaching skills to effectively address student behavior and academics in the classroom. The TLE TeachLivE™ simulation laboratory (TLE) is a virtual classroom used to supplement traditional didactic instruction and field experiences in teacher preparation programs. In this study, repeated practice and…
Descriptors: Teaching Skills, Computer Simulation, Virtual Classrooms, Preservice Teachers
Billingsley, Glenna; Smith, Scott; Smith, Shaunna; Meritt, Julia – Journal of Interactive Learning Research, 2019
Virtual reality (VR) technology offers promise in enriching learning opportunities in teacher education programs. The purpose of this study was to investigate the ways immersive virtual reality has been used in teacher-training programs. This systematic review of literature examined eight studies where immersive VR was utilized to increase…
Descriptors: Computer Simulation, Technological Literacy, Teacher Education Programs, Advanced Courses
Mello, Michael J.; Gilbard, Zoe; Burstein, Dina; Baird, Janette; Zonfrillo, Mark R.; Flanagan, Patricia; Linakis, James G.; Hackman, Holly; Howland, Jonathan – Health Education Journal, 2019
Objective: Unintentional injury is the leading cause of death for infants and young children in the USA, and the children of young mothers are at an even higher risk. Mobile health (mHealth) interventions have been successful in promoting behaviour change for many health conditions. This study assessed interest in mSafety, a text and video…
Descriptors: Injuries, Mothers, Risk, Safety
DeFalco, Jeanine A.; Rowe, Jonathan P.; Paquette, Luc; Georgoulas-Sherry, Vasiliki; Brawner, Keith; Mott, Bradford W.; Baker, Ryan S.; Lester, James C. – International Journal of Artificial Intelligence in Education, 2018
Tutoring systems that are sensitive to affect show considerable promise for enhancing student learning experiences. Creating successful affective responses requires considerable effort both to detect student affect and to design appropriate responses to affect. Recent work has suggested that affect detection is more effective when both physical…
Descriptors: Psychological Patterns, Stress Variables, Educational Games, Intelligent Tutoring Systems
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