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Porat, Erez; Shamir-Inbal, Tamar; Blau, Ina – Journal of Computer Assisted Learning, 2023
Introduction: Virtual worlds (VWs) are immersive three-dimensional environments, accessible simultaneously to multiple users, and described as shared, simulated spaces, whose inhabitants represented as avatars. VWs enable freedom of expression. Using VWs in educational contexts requires a shift from teacher-centered instruction to facilitation of…
Descriptors: Teaching Methods, Computer Simulation, Elementary Secondary Education, Student Attitudes
Restall, Greg C.; Yao, Ada; Niu, Belle – TESOL in Context, 2023
A prescribed English language textbook often directs classroom teaching practices in secondary school classes in EFL contexts, such as in South Korea. The textbook is often accompanied by multimedia resources which are delivered to students as input at a regulated pace with limited opportunities for communicative interaction or spoken output. Such…
Descriptors: Foreign Countries, High School Students, Grade 10, Second Language Learning
Linda Barclay; Eli Chu – Journal of Occupational Therapy Education, 2023
In response to COVID-19, the widespread cancellation of professional practice placements, and the increased uptake of telehealth, Monash University Department of Occupational Therapy developed a simulated clinical placement adapted for online delivery. This paper describes the placement, and reports on the benefits and challenges of participating…
Descriptors: Student Placement, Clinical Experience, Masters Programs, Occupational Therapy
Chin-Huang Daniel Liao; Wen-Chi Vivian Wu; Venny Gunawan; Tin-Chang Chang – Asia-Pacific Education Researcher, 2024
This comparative study aimed to investigate the effects of an Augmented-Reality Game-Based Learning application, "StemUp," on the English learning performance and motivation of distinct rural and urban groups of young EFL (English as a Foreign Language) learners. Multiple sources of data collection were employed, including pre- and…
Descriptors: Game Based Learning, Physical Environment, Simulated Environment, Synthesis
Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
Naomi L. Rahn; Leslie La Croix; Doohyun L. Shin; Meg Gravil; Ching-I Chen; Hollie Hix-Small; Samita Arora; Jennifer Grisham; Julie Harp Rutland; Zhen Chai; Ann M. Mickelson; Huichao Xie – Rural Special Education Quarterly, 2024
Early childhood teacher candidates (TCs) need preparatory experiences using authentic assessments to inform their instructional practices with rural learners and their families. The shift to virtual field placements in response to COVID-19 restrictions pushed faculty in teacher preparation programs to reimagine how to engage TCs in meaningful…
Descriptors: Preschool Teachers, Preservice Teachers, Teacher Education Programs, Rural Schools
Venus Chan – Interactive Learning Environments, 2024
This research aims to examine students' perceptions of the benefits and constraints of using Virtual Interpreting Practice (VIP), a mobile-based virtual reality application for bi-directional English/Chinese consecutive and sight interpreting learning that was developed within the project. Thirty-one Chinese university students participated in an…
Descriptors: Computer Simulation, Computer Oriented Programs, Handheld Devices, Telecommunications
Ariunaa Enkhtur; Ming Li – IAFOR Journal of Education, 2024
This paper explored students' experiences in an international virtual student mobility (VSM) program at a Japanese national university implemented in collaboration with partner universities in the Asia Pacific region and Europe. Through students' narratives, the study discerned how students perceive "mobility" and the concept of…
Descriptors: Foreign Students, Study Abroad, Student Mobility, International Education
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Dora Kourkoulou, Editor; Anastasia-Olga Tzirides, Editor; Bill Cope, Editor; Mary Kalantzis, Editor – Springer, 2024
"Trust and Inclusion in AI-Mediated Education: Where Human Learning Meets Learning Machines" is a resource for researchers and practitioners in a field where the mainstreaming of AI technologies, and their increased capacities for deception, have produced confusion and fear. Identifying theoretical frameworks and practices in teaching…
Descriptors: Trust (Psychology), Inclusion, Artificial Intelligence, Technology Uses in Education
Peffer, Melanie E.; Ramezani, Niloofar – International Journal of STEM Education, 2019
Background: Achieving science literacy requires learning disciplinary knowledge, science practices, and development of sophisticated epistemological beliefs about the nature of science and science knowledge. Although sophisticated epistemological beliefs about science are important for attaining science literacy, students' beliefs are difficult to…
Descriptors: Epistemology, Beliefs, Student Attitudes, Science Instruction
Manouchehri, Azita; Sanjari, Azin – North American Chapter of the International Group for the Psychology of Mathematics Education, 2019
We analyzed 5th grade students' interactions with one computer-based modeling simulation to examine how they defined and prioritized variables in a dynamically simulated environment. Results revealed that exposure to the simulation environment helped students visualize continuous motions, interpret the different quantities present in the model,…
Descriptors: Mathematical Models, Grade 5, Elementary School Students, Computer Simulation
Reeves, Shalaunda M.; Crippen, Kent J. – Journal of Science Education and Technology, 2021
Current technology has the capacity for affording a virtual experience that challenges the notion of a teaching laboratory for undergraduate science and engineering students. Though the potential of virtual laboratories (V-Labs) has been extolled and investigated in a number of areas, this research has not been synthesized for the context of…
Descriptors: Science Instruction, College Science, Undergraduate Study, Engineering Education
Liu, Yingjie; Butzlaff, Alice – Journal of Computer Assisted Learning, 2021
Background: Virtual reality can be a useful substitute to improve nursing education outside of the hospital setting. In the wake of COVID-19, an opportunity to compare a virtual reality activity for nursing students in the traditional classroom and in an online environment took place. Objectives: The goal of this study was to examine the effects…
Descriptors: Computer Simulation, Simulated Environment, Hospitals, Nursing Education
Molina-Vásquez, Ruth – Journal of Technology Education, 2021
This article presents an analysis of students' conceptual understanding of technology. The study focused on two groups of seventh-grade students located in Bogotá, Colombia, living in rural and urban areas and participating in activities developed in a virtual learning network. The methods used in this study followed grounded theory (Strauss &…
Descriptors: Case Studies, Grade 7, Concept Formation, Information Technology

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