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Lau, Kung Wong – Learning Organization, 2015
Purpose: This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or…
Descriptors: Technology Uses in Education, Computer Simulation, Simulated Environment, On the Job Training
Kallioniemi, Pekka; Posti, Laura-Pihkala; Hakulinen, Jaakko; Turunen, Markku; Keskinen, Tuuli; Raisamo, Roope – Journal of Educational Technology Systems, 2015
This article presents an innovative, gameful, multimodal, and authentic learning environment for training of oral communication in a foreign language--a virtual adventure called Berlin Kompass. After a brief presentation of the pedagogical and technological backgrounds, the system is described. Central results of a series of pilots in autumn 2013…
Descriptors: Second Language Learning, Questionnaires, Secondary School Students, Cooperative Learning
Lee, Young-Jin – Journal of Computers in Mathematics and Science Teaching, 2015
The aims of this study are: (1) to develop iPad-based computer simulations called iSimPhysics that can help people learn Newtonian physics concepts; and (2) to assess its educational benefits and pedagogical usefulness. To facilitate learning, iSimPhysics visualizes abstract physics concepts, and allows for conducting a series of computer…
Descriptors: Physics, Science Instruction, Handheld Devices, Educational Technology
Garrido-Iñigo, Paloma; Rodríguez-Moreno, Francisco – Interactive Learning Environments, 2015
This article presents our experience of testing the OpenSim platform as a tool in teaching French to 108 tourism students at Universidad Rey Juan Carlos (Madrid, Spain). The article begins with some theoretical reflections on the behaviour of the student when using a virtual platform by means of an avatar, and with our observations of how this…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Reading Comprehension
Visintainer, Tammie; Linn, Marcia – Journal of Science Education and Technology, 2015
Developing solutions for complex issues such as global climate change requires an understanding of the mechanisms involved. This study reports on the impact of a technology-enhanced unit designed to improve understanding of global climate change, its mechanisms, and their relationship to everyday energy use. Global Climate Change, implemented in…
Descriptors: Climate, Environmental Education, Science Education, Scientific Concepts
Baierschmidt, Jared – JALT CALL Journal, 2013
Empirical research into the use of digital games for educational purposes has shown promising results such as increased learner motivation, improved learner retention of information, and increased learner interest in subject matter. Furthermore, in the field of language learning, digital games have been used successfully in a variety of ways such…
Descriptors: Second Language Instruction, Computer Games, Teaching Methods, Educational Technology
Buesing, Mark; Cook, Michael – Physics Teacher, 2013
Augmented reality (AR) is a technology used on computing devices where processor-generated graphics are rendered over real objects to enhance the sensory experience in real time. In other words, what you are really seeing is augmented by the computer. Many AR games already exist for systems such as Kinect and Nintendo 3DS and mobile apps, such as…
Descriptors: Science Instruction, Physics, Educational Technology, Computer Simulation
Shen, Hao-Yu; Shen, Bo; Hardacre, Christopher – Journal of Chemical Education, 2013
A systematic approach to develop the teaching of instrumental analytical chemistry is discussed, as well as a conceptual framework for organizing and executing lectures and a laboratory course. Three main components are used in this course: theoretical knowledge developed in the classroom, simulations via a virtual laboratory, and practical…
Descriptors: Chemistry, Science Instruction, College Science, Undergraduate Study
Pérez-Sanagustin, Mar; Hernández-Leo, Davinia; Santos, Patricia; Kloos, Carlos Delgado; Blat, Josep – IEEE Transactions on Learning Technologies, 2014
Visits to museums and city tours have been part of higher and secondary education curriculum activities for many years. However these activities are typically considered "less formal" when compared to those carried out in the classroom, mainly because they take place in informal or non-formal settings. Augmented Reality (AR) technologies…
Descriptors: Blended Learning, Computer Simulation, Management Systems, Telecommunications
Bacca, Jorge; Baldiris, Silvia; Fabregat, Ramon; Graf, Sabine; Kinshuk – Educational Technology & Society, 2014
In recent years, there has been an increasing interest in applying Augmented Reality (AR) to create unique educational settings. So far, however, there is a lack of review studies with focus on investigating factors such as: the uses, advantages, limitations, effectiveness, challenges and features of augmented reality in educational settings.…
Descriptors: Educational Technology, Computer Simulation, Simulated Environment, Teaching Methods
Killham, Jennifer E.; Saligman, Adam; Jette, Kelli – International Journal of Game-Based Learning, 2016
This classroom-based action research study investigated the creative implementation of fluency instruction for English as a Foreign Language (EFL) learners through the use of a virtual character-playing simulation called Place Out of Time (POOT). The researchers sought to identify what supported and impeded student participation in this game-based…
Descriptors: Teaching Methods, Action Research, Language Fluency, English (Second Language)
Prawat, Ted – New England Journal of Higher Education, 2016
Schools and teachers are looking for innovative ways to teach the "big ideas" emerging in the core curricula, especially in STEAM fields (science technology, engineering, arts and math). As a result, learning environments that support digital learning and educational technology on various platforms and devices are taking on…
Descriptors: Educational Innovation, STEM Education, Art Education, Electronic Learning
Friess, Daniel A.; Oliver, Grahame J. H.; Quak, Michelle S. Y.; Lau, Annie Y. A. – Journal of Geography in Higher Education, 2016
The "field trip" is a key pedagogical tool within geographical education to encourage deep learning, though they are increasingly difficult to implement due to reduced budgets, safety concerns and increasing class sizes. We incorporated three field-learning activities into a large introductory module. A traditional staff-led trip was the…
Descriptors: Geography Instruction, Teaching Methods, Learning Activities, Video Technology
Liu, Tsung-Yu – Interactive Learning Environments, 2016
This study investigates how educational games impact on students' academic performance and multimedia flow experiences in a computer science course. A curriculum consists of five basic learning units, that is, the stack, queue, sort, tree traversal, and binary search tree, was conducted for 110 university students during one semester. Two groups…
Descriptors: Educational Games, Computer Simulation, Computer Software, Computer Science Education
Students' Informal Inference about the Binomial Distribution of "Bunny Hops": A Dialogic Perspective
Kazak, Sibel; Fujita, Taro; Wegerif, Rupert – Statistics Education Research Journal, 2016
The study explores the development of 11-year-old students' informal inference about random bunny hops through student talk and use of computer simulation tools. Our aim in this paper is to draw on dialogic theory to explain how students make shifts in perspective, from intuition-based reasoning to more powerful, formal ways of using probabilistic…
Descriptors: Inferences, Computer Simulation, Probability, Statistical Distributions

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