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Giancarlo Perez-Flores – ProQuest LLC, 2023
Professional development (PD) is crucial for teachers to learn about new practices, technology, and improve self-efficacy to apply these skills. This sequential explanatory mixed-method study served to explore teachers' experiences with PD and using virtual labs in the classroom. First, in the quantitative phase of the study, a survey was…
Descriptors: Faculty Development, Science Laboratories, Computer Simulation, Science Teachers
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Georgios Lampropoulos; Nian-Shing Chen – Education and Information Technologies, 2025
This study aims to create and validate an evaluation tool that assesses the learning effectiveness of extended reality applications (e.g., augmented reality, virtual reality, mixed reality, and the metaverse). Six research questions were formulated to guide this study. The Extended Reality in Education (XREd) questionnaire consists of 50-items…
Descriptors: Outcomes of Education, Computer Simulation, Test Construction, Test Validity
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Wiets Botes – European Journal of STEM Education, 2025
The use of VR-based OERs in STEM education has the potential to enhance teaching and learning by making it more immersive and interactive. Despite their increased availability in higher education, there is limited understanding of how these resources support pre-service life science teachers' subject knowledge and pedagogical skills. This study…
Descriptors: Preservice Teachers, Student Attitudes, Science Teachers, Biological Sciences
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Ke, Fengfeng; Pachman, Mariya; Dai, Zhaihuan – Journal of Computing in Higher Education, 2020
This study investigated the affordances and constraints of a VR-based learning environment for the teaching training of university graduate teaching assistants in relation to the task, goal-based scenarios, and learning support design. Seventeen graduate teaching assistants participated in a multiple-case study with an OpenSimulator-supported,…
Descriptors: Computer Simulation, Training Methods, Affordances, Vignettes
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Ebadi, Saman; Ashrafabadi, Fateme – Education and Information Technologies, 2022
This study investigated how Augmented Reality (AR) impacted EFL learners' reading comprehension and attitudes toward utilizing AR. A mixed-method was used with a sample composed of 64 upper-intermediate EFL learners in a state university in Iran. Independent and paired sample t-test were used to investigate the experimental group's reading…
Descriptors: Computer Simulation, English (Second Language), English Language Learners, Reading Comprehension
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Davis, Trina J.; Merchant, Zahira; Kwok, Oi-Man – Education Sciences, 2022
Authentic practice in pedagogical approaches is essential for preparing teachers to design effective learning experiences that foster student engagement during this digital era. There is an opportunity to explore novel and effective designs of virtual experiences that may augment or better prepare preservice teachers for field placements in…
Descriptors: Computer Simulation, Preservice Teachers, Mathematics Teachers, Teacher Effectiveness
Drake, Eric W. – ProQuest LLC, 2022
This study was designed to identify the impact of virtual reality (VR) and the virtual reality learning environment (VRLE) on the assessment outcomes of students in a middle school life sciences unit of study. The experiment was a quantitative 2 x 3 repeated measure mixed group quasi-experimental design with three variables. The two independent…
Descriptors: Educational Technology, Computer Simulation, Middle School Students, Science Instruction
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Caitlin M. McMahon; Kimberly A. Choquette; S. Chantal E. Stieber; Erin E. Gray – Journal of Chemical Education, 2022
The Remote Supergroup for Chemistry Undergraduates (RSCU) is a community of students and faculty from primarily undergraduate institutions that aims to (1) engage students in discussions of chemical research, (2) inform students of further educational and career pathways, (3) increase awareness and discourse of equity issues in science, and (4)…
Descriptors: Chemistry, Science Instruction, Undergraduate Students, College Faculty
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Pamukcu, Bahattin Selim; Çakir, Hasan – Journal of Learning and Teaching in Digital Age, 2021
To increase the benefits of three-dimensional exercise games, the steps to develop these games need to be effective and efficient. The purpose of this study is to determine the game development model used in the design of three-dimensional games for exercise to create effective, efficient, usable, and safe games for users. In this article, studies…
Descriptors: Exercise, Games, Game Based Learning, Program Development
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Shah, Mamta; Foster, Aroutis; Talafian, Hamideh; Barany, Amanda; Petrovich, Mark E., Jr. – Journal of Experimental Education, 2021
This research project applied Projective Reflection (PR) as a theoretical and methodological framework to "facilitate" learning as identity exploration. PR was used to iteratively design and implement three versions of "Virtual City Planning," an augmenting virtual learning environment (AVLE) course in a science museum…
Descriptors: High School Students, Identification (Psychology), STEM Education, Self Concept
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Alvarez-Marin, Alejandro; Velazquez-Iturbide, J. Angel – IEEE Transactions on Learning Technologies, 2021
Augmented reality (AR) for learning is a relevant topic that has recently received considerable attention. However, the current literature lacks a survey of AR-based educational approaches and experiences in the specific field of engineering studies. Five research questions were addressed: RQ1) engineering studies where AR is used; RQ2) types of…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Engineering Education
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Rosenberg, Michael S.; Duerr, Sunny R.; Ingraham, Kate; Bell, Karen N.; Gould, Art – Excelsior: Leadership in Teaching and Learning, 2021
Many teachers are ill-prepared to apply practices that can both preempt and address challenging behaviors that interfere with academic instruction. We evaluated the efficacy of a supplemental multi-platform (direct instruction, guided practice, and mixed reality simulations) intervention designed for preservice teachers who do not have…
Descriptors: Classroom Techniques, Skill Development, Program Effectiveness, Intervention
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Pourazar, Morteza; Bagherzadeh, Fazlolah; Mirakhori, Fatemeh – International Journal of Developmental Disabilities, 2021
Aims: The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP). Methods: 20 girls with SHCP (mean age = 9.4; SD =1.48) were selected from special schools and divided into the experimental and control groups. Commercially available Kinect dance…
Descriptors: Children, Cerebral Palsy, Computer Simulation, Training
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Benjamin David; Faisal Masood; Karin Jensen – Biomedical Engineering Education, 2021
The transition to remote learning in response to the COVID-19 pandemic necessitated the adaptation of an in-person cell culture lab practical to a virtual assessment in an introductory biomedical engineering lab course. The virtual lab practical was administered in the course LMS and implemented video, data analysis, and multiple-choice questions.…
Descriptors: Laboratories, Biomedicine, Engineering, COVID-19
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Jieun Lim; Minhye Lee – Education and Information Technologies, 2024
Avatar use has been proposed as a method to address students' social anxiety and hesitancy to interact with other people in synchronous online environments. Nonetheless, there is a dearth of research examining the effects of avatar-based interactions on students' emotions and motivation. A quasi-experimental research was conducted to examine the…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Program Effectiveness
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