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Yeh, Andy; Chandra, Vinesh – Mathematics Education Research Group of Australasia, 2015
Learning mathematics is a complex and dynamic process. In this paper, the authors adopt a semiotic framework (Yeh & Nason, 2004) and highlight programming as one of the main aspects of the semiosis or meaning-making for the learning of mathematics. During a 10- week teaching experiment, mathematical meaning-making was enriched when primary…
Descriptors: Programming, STEM Education, Mathematics Education, Semiotics
Avramiotis, Spyridon; Tsaparlis, Georgios – Chemistry Education Research and Practice, 2013
This study is concerned with the effects of computer simulations of two novel chemistry problems on the problem solving ability of students. A control-experimental group, equalized by pair groups (n[subscript Exp] = n[subscript Ctrl] = 78), research design was used. The students had no previous experience of chemical practical work. Student…
Descriptors: Problem Solving, Chemistry, Computer Simulation, Experimental Groups
Al-Tikriti, Munther N.; Al-Aubidy, Kasim M. – Journal of Educational Technology, 2013
E-learning, virtual learning and mixed reality techniques are now a global integral part of the academic and educational systems. They provide easier access to educational opportunities to a very wide spectrum of individuals to pursue their educational and qualification objectives. These modern techniques have the potentials to improve the quality…
Descriptors: Engineering Education, Electronic Learning, Virtual Classrooms, Blended Learning
Naresh, Nirmala; Royce, Bridget – Mathematics Teaching in the Middle School, 2013
The game of Plinko offers students an exciting real-world example of the applications of probability and data analysis. The Common Core State Standards for Mathematics (CCSSI 2010) and the Guidelines for Assessment in Statistics Education (GAISE) (Franklin et al. 2007) suggest that students in grades 6-8 be given ample opportunities to engage in…
Descriptors: Mathematics Instruction, Probability, Data Analysis, Educational Games
Zimmermann, Laura K. – College Teaching, 2013
Interest in the use of technology in the classroom continues to grow. The current study included 100 students who registered for a 200 level child development class at a private university in Northern Virginia. Students were from 4 different sections taught by the same professor in different semesters. Two of the sections used a textbook. The…
Descriptors: Computer Simulation, Teaching Methods, Educational Technology, Child Development
Heikoop, Will – E-Learning and Digital Media, 2013
This article is a theoretical study of the self-presentation strategies employed by higher education students online; it examines student identity work via profile information and avatars in a blended learning environment delivered through social networking sites and virtual worlds. It argues that students are faced with difficult choices when…
Descriptors: Equal Education, Disadvantaged, Blended Learning, Profiles
Larson, Eric C. – Journal of Information Systems Education, 2013
Managing a portfolio of IT projects is an important capability for firms and their managers. The classroom simulation described here provides students in an MBA information systems management/strategy course with the opportunity to deepen their understanding of the key concepts that should be considered in managing an IT portfolio and helps…
Descriptors: Information Technology, Information Management, Portfolios (Background Materials), Computer Simulation
Hwang, Wu-Yuin; Hu, Shih-Shin – Computers & Education, 2013
Learning geometry emphasizes the importance of exploring different representations such as virtual manipulatives, written math formulas, and verbal explanations, which help students build math concepts and develop critical thinking. Besides helping individuals construct math knowledge, peer interaction also plays a crucial role in promoting an…
Descriptors: Geometry, Geometric Concepts, Control Groups, Experimental Groups
Shelley, Mack, Ed.; Chiang, I-Tsun, Ed.; Ozturk, O. Tayfur, Ed. – International Society for Technology, Education, and Science, 2021
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on April 1-4, 2021 in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to discuss theoretical and…
Descriptors: Middle School Students, Student Interests, Student Attitudes, STEM Education
Shelley, Mack, Ed.; Chiang, I-Tsun, Ed.; Ozturk, O. Tayfur, Ed. – Online Submission, 2021
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on April 1-4, 2021 in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to discuss theoretical and…
Descriptors: Middle School Students, Student Interests, Student Attitudes, STEM Education
Smetana, Lara Kathleen; Bell, Randy L. – International Journal of Science Education, 2012
Researchers have explored the effectiveness of computer simulations for supporting science teaching and learning during the past four decades. The purpose of this paper is to provide a comprehensive, critical review of the literature on the impact of computer simulations on science teaching and learning, with the goal of summarizing what is…
Descriptors: Educational Technology, Teaching Methods, Best Practices, Science Instruction
Dhokai, Niyati – International Journal of Music Education, 2012
Based on the experience of teaching the history of American hip hop music to a classroom of Canadian university students, the author considers the disjuncture between the cultural orientations of herself and her students. The author considers teaching methods to solve the place-based disjuncture that often occurs when teaching genres such as hip…
Descriptors: Music, Music Education, History, Foreign Countries
Han, Hsiao-Cheng – Studies in Art Education: A Journal of Issues and Research in Art Education, 2015
This research is an empirical study using gamified pedagogy in a 3-D animation course in a Visual Communication Design Department. By conducting this research, I hope to increase student interest in learning 3-D animation and to decrease student fears of learning professional 3-D software. Through this research, I have developed a theory of…
Descriptors: Studio Art, Games, Teaching Methods, Animation
Huang, Yong-Ming; Huang, Yueh-Min – Educational Technology Research and Development, 2015
Vocabulary is the foundation for students who learn a foreign language. Nevertheless, students may be bored by the painstaking process of rote learning. To this end, this study designed a handheld sensor-based vocabulary game based on a scaffolding strategy for improving students' motivation and achievement in vocabulary learning. On the one hand,…
Descriptors: Scaffolding (Teaching Technique), Handheld Devices, Vocabulary Development, Vocabulary Skills
Nguyen, Tung Nhu – Journal of Education and Training Studies, 2015
Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…
Descriptors: Educational Games, Student Motivation, Technology Uses in Education, Computer Simulation

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