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Mendez-Lopez, Magdalena; Juan, M. Carmen; Molla, Ramon; Fidalgo, Camino – Anatomical Sciences Education, 2022
Neuroanatomy is difficult for psychology students because of spatial visualization and the relationship among brain structures. Some technologies have been implemented to facilitate the learning of anatomy using three-dimensional (3D) visualization of anatomy contents. Augmented reality (AR) is a promising technology in this field. A mobile AR…
Descriptors: Anatomy, Neurology, Brain, Neuropsychology
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Conner, Christopher T.; Baxter, Nicholas M. – Teaching Sociology, 2022
In this article, we report on the implementation of using the game Werewolf as a student-centered applied-learning activity to teach symbolic interaction theory and concepts. Engaging with symbolic interaction theory can be a powerful experience for students due to its potential to challenge taken-for-granted assumptions and analyze students'…
Descriptors: Games, Role Playing, Student Centered Learning, Undergraduate Students
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Özdemir, Erdogan; Coramik, Mustafa – Physics Education, 2022
It is often necessary to enrich the teaching environment in order for students to learn optics in depth and to interpret the real optical situations with the information they have learned. In this study, a virtual teaching environment was developed using by Algodoo, a 2D simulation software. An eye model was created in order to explain the…
Descriptors: Light, Physics, Teaching Methods, Models
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Flandin, Simon, Ed.; Vidal-Gomel, Christine, Ed.; Becerril Ortega, Raquel, Ed. – Professional and Practice-based Learning, 2022
This book offers various ways in which analyzing professional experience and activity in simulation training makes it possible to describe practice-based learning affordances and processes. Research has been conducted in various simulation programs in the domains of healthcare, victim rescue and population protection, involving healthcare workers,…
Descriptors: Simulation, Experiential Learning, Learning Activities, Allied Health Occupations Education
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Layth, Heather-Ann – Teaching Sociology, 2023
First-generation and working-class (FGWC) students bring a different set of life experiences to the classroom than students of privilege. As an instructor from an FGWC background, I use the poverty simulation game Spent! to make economic stratification understandable to students who have led lives of economic privilege and bring FGWC…
Descriptors: First Generation College Students, Working Class, College Students, Student Experience
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Priyanka Parekh; Joseph L. Polman; Shaun Kane; R. Benjamin Shapiro – Journal of the Learning Sciences, 2023
Background: Natureculture (Fuentes, 2010; Haraway, 2003) constructs offer a powerful framework for science education to explore learners' interactions with and understanding of the natural world. Technologies such as Augmented Reality (AR) designed to reveal pets' sensory worlds and companionship with pets can facilitate learners' harmonious…
Descriptors: Science Education, Caring, Inquiry, Summer Programs
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Sisamud, Kiattisak; Chatwattana, Pinanta; Piriyasurawong, Pallop – Higher Education Studies, 2023
The project-based learning using design thinking model via metaverse to enhance Buddhism innovators is integrating project-based and design thinking processes. Besides, using technology in the virtual world promotes learning activities. The model focused on allowing learners to study independently with instructors as counselors and facilitating…
Descriptors: Student Projects, Active Learning, Design, Thinking Skills
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Meng-Lei Monica Hu; Hao-Chiang Koong Lin; Yu-Hsuan Lin; Yu-Hsi Yuan – Innovations in Education and Teaching International, 2025
Technical culinary skills are fundamental competencies for professional chefs. Consequently, demonstrating and enhancing these skills pose significant challenges within culinary education. This study aims to develop a virtual reality (VR) system for culinary skill development and assess its effectiveness when integrated into a hospitality…
Descriptors: Computer Simulation, Technology Uses in Education, Outcomes of Education, Cooking Instruction
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Dong, Chuanwen; Boute, Robert – INFORMS Transactions on Education, 2020
Moving freight to sustainable transport modes is one of the most frequently mentioned suggestions to decarbonize logistics. Regrettably, even with regulation and technology developing over the past years, most of the freight volumes are still shipped via road, the least sustainable means of transport. This paper presents a beer transportation game…
Descriptors: Game Based Learning, Transportation, Sustainable Development, Student Participation
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Kenneth Silseth; Rolf Steier; Hans Christian Arnseth – International Journal of Computer-Supported Collaborative Learning, 2024
By adopting a situated and interactional approach, we explore students' immersive VR experiences as resources for collaborative meaning making and learning. We draw on data from a project in which teachers and researchers co-developed a learning design for upper secondary students involving immersive VR technology. In this learning design,…
Descriptors: Foreign Countries, Secondary School Students, Computer Simulation, Constructivism (Learning)
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Monteiro, Olivia; Bhaskar, Anand; Wong, Io Nam; Ng, Anna K. M.; Baptista-Hon, Daniel T. – Advances in Physiology Education, 2021
Patch-clamp electrophysiological recordings of neuronal activity require a large amount of space and equipment. The technique is difficult to master and not conducive to demonstration to more than a few medical students. Therefore, neurophysiological education is mostly limited to classroom-based pedagogies such as lectures. However, the…
Descriptors: Medical Education, Medical Students, Teaching Methods, Physiology
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Su, Chiaoning; Gilbert, Holly; Youngquist, Jeff – Communication Teacher, 2021
Courses: Crisis Communication, Crisis and Issue Management, Writing for Public Relations, Public Relations Capstone. Objective: This unit activity refines traditional simulation activities used in crisis communication education. By partnering with crisis management professionals and developing localized, multi-stage scenarios grounded in the…
Descriptors: Crisis Management, Learning Activities, Simulation, Communication (Thought Transfer)
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Jonsson, Cecilia; Lif, Susanna – Empirical Research in Vocational Education and Training, 2023
Scenario-based exercises employing figurants are frequently used in vocational education worldwide. The purpose of these exercises is to help the students develop practical knowledge and skills on their way to becoming professional practitioners. While previous research often concentrates on the exercises' design, level of realism and complexity,…
Descriptors: Vignettes, Teaching Methods, Vocational Education, Skill Development
Tiffany Smietana-Lysell – ProQuest LLC, 2023
Financial Literacy is one of the subject areas taught in Family and Consumer Sciences (FCS) courses which is not graduation requirement for high school students across Pennsylvania. The problem of practice I addressed is that Greensburg Salem High School (GSHS) students are graduating without the financial literacy knowledge and skills to become…
Descriptors: Financial Literacy, High School Students, Family and Consumer Sciences, Simulation
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Figueroa, Roberto Bacani, Jr. – Asian Association of Open Universities Journal, 2023
Purpose: The purpose of this study is to describe an educational virtual reality (VR) photo-based tour used in an online course and investigate the influence of immersive capability on the dimensions of spatial presence and their relationship with learning-related variables. Design/methodology/approach: The study employs a descriptive and an…
Descriptors: Computer Simulation, Electronic Learning, Spatial Ability, Learner Engagement
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