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Larson, Kristine E.; Hirsch, Shanna E.; McGraw, Jillian P.; Bradshaw, Catherine P. – Journal of Special Education Technology, 2020
Given the high percentage of new teachers who struggle with classroom management, preservice educators need more opportunities to develop their skills in managing challenging student behaviors prior to entering the classroom. There is growing interest in using mixed-reality simulators to provide educators opportunities to receive guided practice…
Descriptors: Preservice Teacher Education, Preservice Teachers, Behavior Problems, Behavior Modification
Adefila, A.; Opie, J.; Ball, S.; Bluteau, P. – Innovations in Education and Teaching International, 2020
Computer-supported collaborative learning (CSCL) environments could be innovative teaching resources, providing a social space for students to engage in transformative learning. However, poor design and structure mean CSCL do not readily support skill acquisition. This study examined student engagement and learning experiences using a virtual…
Descriptors: Teaching Methods, Computer Simulation, Educational Technology, Technology Uses in Education
Fiorella, Logan; Kuhlmann, Shelbi; Vogel-Walcutt, Jennifer J. – Journal of Educational Computing Research, 2019
This study tested the effects of implementing a narrative computer-based educational game within a middle-school math class. Gameplay consisted of navigating through a virtual spaceship and completing missions by periodically engaging in learning-by-teaching activities that involved helping an avatar solve math problems. In a pretest/posttest…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Teaching Methods
King-Henderson, Paulette – ProQuest LLC, 2018
Nurse education uses an apprenticeship model to teach students clinical skills. However, lack of faculty, clinical preceptors, early hospital discharges, and lack of clinical practice areas limits nursing students' exposure to patients which could impact patient care. The use of virtual simulation may bridge the theory-practice gap in nurse…
Descriptors: Nursing Education, Simulated Environment, Computer Simulation, Educational Technology
Piro, Jody S.; O'Callaghan, Catherine – Education Leadership Review, 2020
The purpose of this qualitative case study was to explore how educational leadership students journeyed through liminality within simulation experiences. The doing of the simulation, the subsequent debriefing, and the final deliberating of the experience defined the entire simulation experience within the context of this study. Data sources…
Descriptors: Administrator Education, Computer Simulation, Educational Technology, Technology Uses in Education
Wen, Yun – IEEE Transactions on Learning Technologies, 2020
This paper presents an augmented reality-based Chinese character composition game (ARC) that employs augmented papers to engage lower primary school students in collaborative Chinese character learning. A design research approach was used to gain a holistic view of designing, enacting, and evaluating the ARC. The participants included four…
Descriptors: Computer Simulation, Chinese, Ideography, Elementary School Students
Fakhrudin, Ali; Yamtinah, Sri; Riyadi – International Online Journal of Primary Education, 2017
In this research, the researcher developed new innovation in natural sciences learning of elementary school by implementing augmented reality technology. The method that used in this research was research and development method based on Borg and Gall theory which consists of ten stages: 1) research and information collecting, 2) planning, 3)…
Descriptors: Computer Simulation, Natural Sciences, Science Instruction, Elementary School Science
Horowitz, Kenneth S. – American Journal of Play, 2019
The informal setting of online multiplayer video games may offer safe spots for speakers of other languages learning English to practice their communication skills and reduce their anxiety about using a second language. In this study, the author examined the relationship between both these concerns and the time spent playing such games by basic…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
Bradley, Elizabeth; Albright, Glenn; McMillan, Jeremiah; Shockley, Kristen – Journal of LGBT Youth, 2019
LGBTQ youth frequently experience bullying and harassment in the school setting. Teachers are in an ideal position to prevent student harassment, yet most don't have adequate training. This study evaluated the effectiveness of "Step In Speak Up," an interactive online simulation. In a randomized controlled trial, 1390 participants…
Descriptors: LGBTQ People, Bullying, Educational Environment, Teacher Role
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Chang, Alexander C.; Machnicki, Noelle J.; Garcia, Sarah N.; Roden, William H.; Coombs, Corey A.; Carter, Rebecca A.; Bass, Kristin M.; Jones, Amanda L. – Journal of STEM Outreach, 2021
Seattle Children's Research Institute has built a series of in-person education programs to inspire and empower students to explore futures in biomedical research and healthcare. The COVID-19 pandemic prevented us from offering an in-person laboratory program, forcing a rapid pivot to an online format. The Virtual Research Training Program (VRTP)…
Descriptors: COVID-19, Pandemics, School Closing, Online Courses
Abdusselam, Mustafa Serkan; Kilis, Selcan – International Journal of Technology in Education, 2021
This study aims to develop and evaluate an augmented reality microscope, "MicrosAR", for a middle school Science course, which was aimed for use both in and out of school, and to understand the users' perceptions about it. The study adopted design-based research to iteratively develop and evaluate the MicrosAR. Learning activities and…
Descriptors: Science Instruction, Secondary School Science, Middle School Students, Laboratory Equipment
Rein, Benjamin A.; McNeil, Daniel W.; Hayes, Allison R.; Hawkins, T. Anne; Ng, H. Mei; Yura, Catherine A. – Journal of American College Health, 2018
Objective: Training programs exist that prepare college students, faculty, and staff to identify and support students potentially at risk for suicide. Kognito is an online program that trains users through simulated interactions with virtual humans. This study evaluated Kognito's effectiveness in preparing users to intervene with at-risk students.…
Descriptors: College Students, Program Evaluation, Suicide, Prevention
Peterson-Ahmad, Maria B.; Pemberton, Jane; Hovey, Katrina A. – Kappa Delta Pi Record, 2018
The authors provide information and research on virtual learning environments and how they can support teacher preparation programs.
Descriptors: Educational Technology, Technology Uses in Education, Teacher Education Programs, Computer Simulation
Sawyer, Robert; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Educational Data Mining Society, 2018
Student interactions with game-based learning environments produce a wide range of in-game problem-solving sequences. These sequences can be viewed as trajectories through a game's problem-solving space. In this paper, we present a general framework for analyzing students' problem-solving behavior in game-based learning environments by filtering…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education

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