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Sural, Irfan – International Journal of Instruction, 2018
The main goal of this paper is to unveil the results of survey study that intends to explore the candidate teachers' opinions about using augmented reality (AR) in classrooms. For this purpose, marker-based mobile augmented reality application has been developed and computer hardware devices are used as a teaching material. In addition, candidate…
Descriptors: Simulated Environment, Computer Simulation, Teaching Methods, Educational Technology
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Yang, Xiaozhe; Lin, Lin; Cheng, Pei-Yu; Yang, Xue; Ren, Youqun; Huang, Yueh-Min – Educational Technology Research and Development, 2018
This study explores the effects of immersive VR on an individual's creativity and factors related to creativity including flow, attention and meditation (i.e., mental relaxation or stress). Sixty undergraduate students were invited to participate in an open-ended challenge to design a wearable technology functioning as a smart phone individually,…
Descriptors: Creativity, Computer Simulation, Stress Variables, Undergraduate Students
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Nakagawa, Yoshifumi – Journal of Environmental Education, 2018
Environmental education as a theory and practice of ecopedagogical simulation positively acknowledges various accidental happenings in the learner's experience. By working with and on the accidents, the learner is encouraged to imagine the real object that escapes his/her experience and thus cannot be and should not be reduced into human…
Descriptors: Tourism, Environmental Education, Ecology, Teaching Methods
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Jackson, Luke Conrad; O'Mara, Joanne; Moss, Julianne; Jackson, Alun C. – International Journal of Game-Based Learning, 2018
Digital games are currently viewed, by many within the field of education, as a way to engage and motivate students, and to assist them in acquiring content knowledge and skills. Despite the growing interest in using digital games, including serious games, this is the first critical review of the literature on the effectiveness of digital…
Descriptors: Computer Games, Teaching Methods, Instructional Effectiveness, Attitude Change
Ehmke, Melissa – ProQuest LLC, 2018
Problem. The purpose of this project is to determine if college students who are currently in nursing school, will benefit from the addition of a poverty simulation to positively influence their self-awareness and individual-level beliefs and attitudes towards poverty, therefore being able to serve those in poverty fully and guide them to…
Descriptors: Nursing Education, Nursing Students, College Students, Poverty
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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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Posch, Konrad; Stenberg, Matthew – Journal of Political Science Education, 2021
International relations is often confusing for students. IR theories are introduced as parsimonious and elegant and then systematically challenged as students learn more about detailed events. There are rules, there are norms, and states follow them until they don't. East Asia increases these challenges because it often undermines IR theory.…
Descriptors: Political Science, Simulation, Role Playing, Teaching Methods
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Wan, Tong; Doty, Constance M.; Geraets, Ashley A.; Nix, Christopher A.; Saitta, Erin K. H.; Chini, Jacquelyn J. – Physical Review Physics Education Research, 2021
In this study, we evaluate the impact of rehearsing teaching skills in a mixed-reality classroom simulator on graduate teaching assistants' (GTAs) instructional practices as well as undergraduate student learning outcomes. The simulator training is intended to provide GTAs opportunities to deliberately practice essential pedagogical skills that…
Descriptors: Graduate Students, Physics, Science Instruction, Undergraduate Students
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Albert, Sylvie – Journal of Education for Business, 2021
This article will describe a process for increasing critical thinking and reflection in strategy courses bridging the gap from conventional textbooks between theory and application. It proposes new assistive tools for aiding decisions and provides a roadmap for applying the process using live cases, thereby avoiding the limitations of…
Descriptors: Simulation, Critical Thinking, Teaching Methods, Reflection
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Rushton, Evan; Corrigan, Seth – Electronic Journal of e-Learning, 2021
21st Century Standards and the Deeper Learning movement emphasize the ability to think critically and solve complex problems, to work well in teams, and to communicate effectively. While traditional classroom activities can meet these objectives, digital games and simulations provide unique affordances. When designed to incorporate formative…
Descriptors: 21st Century Skills, Game Based Learning, Teaching Methods, Computer Games
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Zureck, Alexander – Problems of Education in the 21st Century, 2021
The range of study programs in finance and the ways how to study due to place, time, and focus has increased in recent years. Students can choose what and how they want to learn. If someone finds an appropriate program he must decide to study face-to-face, online, or in a hybrid format. Finance is often a duty in business administration or related…
Descriptors: Foreign Countries, Active Learning, Media Selection, Reading Material Selection
Olaegbe, Mudasiru K. – ProQuest LLC, 2021
The immense benefits of e-learning cannot be overemphasized. In addition to solving the time and space constraints posed by the traditional/conventional learning methods, it can be more adaptive and interactive to achieve optimum learning output/results. As a consequence of students' varying backgrounds and different learning abilities, the…
Descriptors: Engineering Education, Productivity, Computer Simulation, Self Efficacy
Danielle Eve Schneider – ProQuest LLC, 2021
Immersive virtual reality as a tool in the middle-school classroom is a promising avenue to aid in cognitively challenging tasks requiring access to visual processes. As these tools become ever present in society, the expectation of school districts to include them into classroom curricula has become challenging, as there is inconsistent data…
Descriptors: STEM Education, Middle Schools, Computer Simulation, Technology Uses in Education
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Babulak, Eduard, Ed. – IntechOpen, 2022
This book presents state-of-the-art educational technologies and teaching methodologies and discusses future educational philosophies in support of the global academic society. "New Updates in E-Learning" is a collection of chapters addressing important issues related to effective utilization of the Internet and Cloud Computing, virtual…
Descriptors: Educational Technology, Teaching Methods, Educational Philosophy, Internet
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Çelik, Ferdi; Yangin Ersanli, Ceylan – Smart Learning Environments, 2022
The advancement of technology has provided new avenues for English language teachers to assist students in improving their language learning processes. Augmented reality is an emerging technology that can implement virtual objects into the physical learning environment. This quantitative study aimed to determine the impact of employing augmented…
Descriptors: Content and Language Integrated Learning, Teaching Methods, English (Second Language), Second Language Learning
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