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Rodrigues, R.; Carvalho, P. Simeão – Physics Education, 2014
In this paper we show an example of how to use a computational simulation to obtain visual feedback for students' mental models, and compare their predictions with the simulated system's behaviour. Additionally, we use the computational simulation to incrementally modify the students' mental models in order to accommodate new data,…
Descriptors: Feedback (Response), Science Instruction, Physics, Cognitive Structures
Tscholl, Michael; Lindgren, Robb – TechTrends: Linking Research and Practice to Improve Learning, 2014
The potential of augmented reality technologies (AR) for learning in a social and informal setting has been recognized, but little is yet known about the kinds of learning interactions it promotes and supports. In this paper, we describe initial findings from a study where an interactive, immersive, full-body simulation was deployed in a science…
Descriptors: Simulated Environment, Teaching Methods, Interaction, Computer Simulation
Holden, Christopher – TechTrends: Linking Research and Practice to Improve Learning, 2014
Experiments in the use of augmented reality games formerly required extensive material resources and expertise to implement above and beyond what might be possible within the usual educational contexts. Currently, the more common availability of hardware in these contexts and the existence of easy-to-use, general purpose augmented reality design…
Descriptors: Simulated Environment, Computer Simulation, Computers, Computer Software
Ayodele, Kayode P.; Inyang, Isaac A.; Kehinde, Lawrence O. – IEEE Transactions on Education, 2015
One of the more interesting approaches to teaching advanced logic concepts is the use of online laboratory frameworks to provide student access to remote field-programmable devices. There is as yet, however, no conclusive evidence of the effectiveness of such an approach. This paper presents the Advanced Digital Lab, a remote laboratory based on…
Descriptors: Teaching Methods, Logical Thinking, Guidelines, Programming
Aji, Chadia Affane; Khan, M. Javed – Journal of College Teaching & Learning, 2015
Student engagement is an essential element for learning. Active learning has been consistently shown to increase student engagement and hence learning. Hands-on activities are one of the many active learning approaches. These activities vary from structured laboratory experiments on one end of the spectrum to virtual gaming environments and to for…
Descriptors: Computer Simulation, Experiential Learning, Teaching Methods, Undergraduate Students
Murray, Jo-Anne; Littleton, Fiona; Dozier, Marshal – International Journal of E-Learning & Distance Education, 2015
Evidence suggests that Second Life (SL) is well received by those studying at a distance; however, little has been done to evaluate how a structured orientation session may affect students' use and perception of SL. Consequently, this study explored orientation timing and its effect on a group of students registered in a part-time distance…
Descriptors: Distance Education, Student Attitudes, Masters Programs, Graduate Students
Cruz, Gonçalo; Costa, António; Martins, Paulo; Gonçalves, Ramiro; Barroso, João – Educational Technology & Society, 2015
3D Virtual Worlds are being used for education and training purposes in a cross-disciplinary way. However, its widespread adoption, particularly in formal learning contexts, is far from being a reality due a broad range of technological challenges. In this reflection paper, our main goal is to argue why and how identity federation should be…
Descriptors: Educational Technology, Computer Simulation, Simulated Environment, Teaching Methods
Alex Molnar Ed. – National Education Policy Center, 2019
As proponents continue to make the case that virtual education can expand student choices and improve the efficiency of public education, full-time virtual schools have attracted a great deal of attention. Advocates contend that this potential for individualization allows virtual schools to promote greater student achievement than can be realized…
Descriptors: Computer Simulation, Efficiency, Distance Education, Academic Achievement
Kotamjani, Sedigheh Shakib; Razavi, Ommehoney Fazel; Hussin, Habsah – English Language Teaching, 2017
Some studies have reported the positive outcome of using concordancers and dictionaries in (ESL) context. This study aims to examine how an EFL writer consulted with concordancers and dictionaries along with Google and Google Scholar when engaging in academic writing at university level. The researcher investigated a non-English-major postgraduate…
Descriptors: Computational Linguistics, English (Second Language), Second Language Learning, Teaching Methods
Bahng, EunJin; Lee, Mimi – International Electronic Journal of Elementary Education, 2017
The purpose of this study is to understand the phenomenon of the "professional journey" of elementary teacher candidates (ETC) both as learners and as teachers by exploring their learning experiences and practices regarding the virtual reality (VR) platform called Second Life (SL). Using the grounded theory approach, we designed an…
Descriptors: Learning Experience, Preservice Teachers, Technology Uses in Education, Grounded Theory
Dunn, Peter K.; Donnison, Sharn; Cole, Rachel; Bulmer, Michael – International Journal of Mathematical Education in Science and Technology, 2017
Epidemiology is the study of the distribution of disease in human populations. This means that authentically teaching primary data collection in epidemiology is difficult as students cannot easily access suitable human populations. Using an action research methodology, this paper studied the use of a virtual human population (called "The…
Descriptors: Epidemiology, Biological Sciences, Statistical Data, Statistics
Franciosi, Stephan J. – Educational Technology & Society, 2017
In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning,…
Descriptors: Computer Games, Writing (Composition), Second Language Learning, Second Language Instruction
Martin-SanJose, Juan-Fernando; Juan, M. -Carmen; Mollá, Ramón; Vivó, Roberto – Interactive Learning Environments, 2017
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays,…
Descriptors: Computer Interfaces, Visual Aids, Teaching Methods, Computer Games
Moro, Christian; Stromberga, Zane; Stirling, Allan – Australasian Journal of Educational Technology, 2017
Consumer-grade virtual reality has recently become available for both desktop and mobile platforms and may redefine the way that students learn. However, the decision regarding which device to utilise within a curriculum is unclear. Desktop-based VR has considerably higher setup costs involved, whereas mobile-based VR cannot produce the quality of…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
Achuthan, Krishnashree; Francis, Saneesh P.; Diwakar, Shyam – Education and Information Technologies, 2017
Learning theories converge on the principles of reflective learning processes and perceive them as fundamental to effective learning. Traditional laboratory education in science and engineering often happens in highly resource-constrained environments that compromise some of the learning objectives. This paper focuses on characterizing three…
Descriptors: Computer Simulation, Retention (Psychology), Transfer of Training, Metacognition

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