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Clark, Douglas B.; Sengupta, Pratim – Interactive Learning Environments, 2020
This paper situates a critical review of studies that we have conducted within the broader research literature to analyze the affordances of integrating modeling within disciplinarily-integrated games from computational thinking and science as practice perspectives. Across the studies, the analyses pursue two themes: (a) the role of agent-based…
Descriptors: Game Based Learning, Thinking Skills, Computer Games, Science Education
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Meyer, Edgar R.; James, Amber M.; Cui, Dongmei – HAPS Educator, 2018
Virtual three-dimensional (3D) anatomical models have become popular in the education of students in graduate and undergraduate-level anatomy courses, including anatomy and physiology. There is a need for more research on the effectiveness of these models on student learning, especially in anatomy and physiology, and on the validation of the…
Descriptors: Computer Simulation, Visual Aids, Anatomy, Models
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Luo, Wei; Smith, Thomas J.; Whalley, Kyle; Darling, Andrew; Ormand, Carol; Hung, Wei-Chen; Chiang, Jui-Ling; Pelletier, Jon; Duffin, Kirk – British Journal of Educational Technology, 2019
This paper presents results from a randomized experimental design replicated over four semesters that compared students' performance in understanding landform evolution processes as measured by the pretest to posttest score growth between two treatment methods: an online interactive simulation tool and a paper-based exercise. While both methods…
Descriptors: Earth Science, Models, Science Tests, Computer Simulation
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Yoon, Susan A.; Anderson, Emma; Park, Miyoung; Elinich, Karen; Lin, Joyce – Research in Science & Technological Education, 2018
Background: This study builds on a series of studies that examined how augmented reality and various other learning scaffolds can promote deeper conceptual and cognitive understanding among visitors in a science museum. Purpose: We focus specifically on determining the exact affordances of different genres of scaffolds that include augmented…
Descriptors: Museums, Scaffolding (Teaching Technique), Nonschool Educational Programs, Computer Simulation
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Christie, Simon – set: Research Information for Teachers, 2018
This article reflects on a school's approach to gamifying the Royal Society Te Aparangi's First CREST Award. The article explains how CREST was reconceived as a quest using elements of live action role playing (LARP) and gamification, and the tools that were used to do this. It describes how progress was measured using a points system and the…
Descriptors: Foreign Countries, Teaching Methods, Play, Role Playing
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Chang, Hsin-Yi; Liang, Jyh-Chong; Tsai, Chin-Chung – Journal of Science Education and Technology, 2020
We engaged 47 eighth-grade students in a newly developed learning environment that integrates mobile augmented reality (AR) technology to support students' learning of nuclear energy use and radiation pollution, a topic related to a socioscientific issue (SSI) that involves complex reasoning considering scientific evidence and multiple…
Descriptors: Middle School Students, Grade 8, Handheld Devices, Computer Simulation
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Develaki, Maria – Science & Education, 2017
Scientific reasoning is particularly pertinent to science education since it is closely related to the content and methodologies of science and contributes to scientific literacy. Much of the research in science education investigates the appropriate framework and teaching methods and tools needed to promote students' ability to reason and…
Descriptors: Computer Simulation, Epistemology, Educational Philosophy, Science Education
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Lindfors, Maria; Winberg, Mikael; Bodin, Madelen – Scandinavian Journal of Educational Research, 2019
Research on how epistemic beliefs influence students' learning in different contexts is ambiguous. Given this, we have examined the relationships between students' scientific epistemic beliefs, their problem solving, and solutions in a constructionist computer-simulation in classical mechanics. The problem-solving process and performance of 19…
Descriptors: Epistemology, Beliefs, Student Attitudes, Problem Solving
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Dyer, Jamie O.; Elsenpeter, Ryan L. – Bioscene: Journal of College Biology Teaching, 2018
Numerous studies have examined the use of active learning methods in undergraduate courses, suggesting that these methods increase learning and retention as well as student engagement. In order to investigate the benefits of particular active learning assignments involving presentations of 3-dimensional simulations in an introductory biology…
Descriptors: Data Analysis, Active Learning, Assignments, Student Evaluation
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Bumbacher, Engin; Salehi, Shima; Wieman, Carl; Blikstein, Paulo – Journal of Science Education and Technology, 2018
Manipulative environments play a fundamental role in inquiry-based science learning, yet how they impact learning is not fully understood. In a series of two studies, we develop the argument that manipulative environments (MEs) influence the kind of inquiry behaviors students engage in, and that this influence realizes through the affordances of…
Descriptors: Manipulative Materials, Active Learning, Inquiry, Science Education
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Papadakis, Stamatios, Ed.; Kalogiannakis, Michail, Ed. – Lecture Notes in Educational Technology, 2022
This book brings together a collection of work from around the world in order to consider effective STEM, robotics, mobile apps education from a range of perspectives. It presents valuable perspectives--both practical and theoretical--that enrich the current STEM, robotics, mobile apps education agenda. As such, the book makes a substantial…
Descriptors: STEM Education, Robotics, Computer Oriented Programs, Handheld Devices
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Jen, Tessaly; Morales, Christina; Greenwald, Eric; Montgomery, Ryan; Loper, Suzanna; Barber, Jacqueline – International Journal of Science Education, 2020
The United States' Next Generation Science Standards (NGSS) elevate engineering design to the same stature as scientific inquiry, calling on science teachers to engage students in engineering practices to solve real-world problems. In response, researchers and curriculum developers designed and studied Virtual Engineering Internships (VEIs) to…
Descriptors: Science Education, Standards, Engineering Education, Learner Engagement
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Bressler, Denise M.; Shane Tutwiler, M.; Bodzin, Alec M. – Educational Technology Research and Development, 2021
We report on a design-based research study that was conducted over three iterations. It chronicles the design, development, and implementation of School Scene Investigators, a forensic science game series for middle school students that utilizes mobile augmented reality. Played on mobile devices while exploring the school environment, School Scene…
Descriptors: Science Interests, Student Interests, Science Education, Educational Games
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Amahmid, Omar; El Guamri, Youssef; Yazidi, Mohamed; Razoki, Bouchra; Rassou, Khadija Kaid; Rakibi, Youness; Farouk, Ibrahim Amine; Charkaoui, Fadya – Anatolian Journal of Education, 2019
The study aimed to explore Lower Secondary School curriculum of Life Sciences, in Morocco, to establish the current status of animal use and the extent at which it is a curriculum requirement for the introduction of the prescribed concepts and objectives. Two questionnaires were developed and administered to teachers and students to assess their…
Descriptors: Animals, Biological Sciences, Science Education, Teacher Attitudes
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Peterson, Kaitlin; Stone, Brian Andrew – International Journal of the Whole Child, 2019
The authors of this paper discuss the use of Virtual Reality (VR) as a tool for building meaningful connections in science education across different grade levels. The authors elaborate on their experiences with using VR in teacher training programs, in practicum and student teaching experiences, and in providing a professional development…
Descriptors: Theory Practice Relationship, Leadership Training, Computer Simulation, Science Education
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