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Chih-Pu Dai – ProQuest LLC, 2023
The quality of teachers is crucial for students' learning and human development, particularly in modern multicultural classrooms and rapidly evolving environments. A key focus of teacher preparation is to transform classroom discourse and promote problem-solving skills and critical thinking. In order to foster critical thinking and facilitate…
Descriptors: Self Efficacy, Preservice Teachers, Teacher Effectiveness, Computer Simulation
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Düzyol, Endam; Yildirim, Günseli; Özyilmaz, Güzin – Journal of Educational Technology and Online Learning, 2022
In this study, it is aimed to examine the effect of augmented reality application on preschool children's knowledge of space. A mixed method, which combines both quantitative and qualitative methods, was used in the study. The study group consists of 24 children aged 60-72 months. In the study, a 10-question form created in line with the opinions…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Preschool Children
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Aqlan, Faisal; Zhao, Richard – IEEE Transactions on Education, 2022
Contribution: This article discusses the use of manufacturing simulation games to study collaborative problem-solving skills in engineering students. The simulation represents the mass production paradigm in which large quantities of identical products are produced. Empirical data is collected from the simulation to evaluate the skills engineering…
Descriptors: Manufacturing, Computer Simulation, Teaching Methods, Problem Solving
Patterson, Kyle – ProQuest LLC, 2022
This dissertation is to explore the academic efficacy and relevance of two comparatively new technologies, video games and Virtual Reality (VR), how they relate to an older cultural phenomenon, theater, and how a discussion of both topics can result in a better understanding of how to supply students in the classroom with the chance to improve…
Descriptors: Computer Simulation, Video Games, Second Language Learning, Second Language Instruction
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Xu, Wen-Wen; Su, Chien-Yuan; Hu, Yue; Chen, Cheng-Huan – Journal of Science Education and Technology, 2022
The use of augmented reality (AR) technology in the science curriculum has the potential to assist students in comprehending abstract and complex concepts or unobservable phenomena, as well as to better explain knowledge regarding science content by superimposing virtual objects over genuine items or environments in a multidimensional approach.…
Descriptors: Computer Simulation, Educational Technology, Science Education, Science Achievement
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Zeng, Shuang – English Language Teaching, 2022
This paper considers the opportunities and challenges posed to formal second language education given the penetration of digital technologies in young people's daily lives. This paper broadly discusses the issues of information technology (IT) infrastructure, classroom management and IT use restrictions in relations to language learning. The paper…
Descriptors: Second Language Learning, Second Language Instruction, Information Technology, Learning Processes
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Garzón, Juan; Acevedo, Juan; Pavón, Juan; Baldiris, Silvia – Interactive Learning Environments, 2022
Agritourism is a type of ecological tourism that combines agricultural activities with tourism. There is a growing interest in this industry worldwide, which poses both opportunities and challenges for social and natural environments. Grounded on the theory of situated learning, we developed an augmented reality-based educational resource to…
Descriptors: Agriculture, Tourism, Computer Simulation, Conservation (Environment)
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Student, Sanford R. – Educational Researcher, 2022
Empirical growth benchmarks, as introduced by Hill, Bloom, Black, and Lipsey (2008), are a well-known way to contextualize effect sizes in education research. Past work on these benchmarks, both positive and negative, has largely avoided confronting the role of vertical scales, yet technical issues with vertical scales trouble the use of such…
Descriptors: Computer Simulation, Benchmarking, Effect Size, Intervention
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Fischer, Frank; Bauer, Elisabeth; Seidel, Tina; Schmidmaier, Ralf; Radkowitsch, Anika; Neuhaus, Birgit J.; Hofer, Sarah I.; Sommerhoff, Daniel; Ufer, Stefan; Kuhn, Jochen; Küchemann, Stefan; Sailer, Michael; Koenen, Jenna; Gartmeier, Martin; Berberat, Pascal; Frenzel, Anne; Heitzmann, Nicole; Holzberger, Doris; Pfeffer, Jürgen; Lewalter, Doris; Niklas, Frank; Schmidt-Hertha, Bernhard; Gollwitzer, Mario; Vorholzer, Andreas; Chernikova, Olga; Schons, Christian; Pickal, Amadeus J.; Bannert, Maria; Michaeli, Tilman; Stadler, Matthias; Fischer, Martin R. – Information and Learning Sciences, 2022
Purpose: To advance the learning of professional practices in teacher education and medical education, this conceptual paper aims to introduce the idea of representational scaffolding for digital simulations in higher education. Design/methodology/approach: This study outlines the ideas of core practices in two important fields of higher…
Descriptors: Scaffolding (Teaching Technique), Teaching Methods, Computer Simulation, Higher Education
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Jasmin Bastian; Christian Toth; Christina Wolf – International Association for Development of the Information Society, 2022
The authors developed, implemented, and evaluated a digital simulation game for media education in teacher training. The aim of the simulation game is to simulate decision-making processes in schools for the implementation of hybrid teaching in the context of the pandemic. The question is whether the participation in a digital simulation games…
Descriptors: Computer Games, Computer Simulation, Media Education, Blended Learning
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Zhaoyang Liu; Wenlan Zhang; Liangliang Hu – Innovations in Education and Teaching International, 2025
Virtual Reality (VR) is gradually integrating into classroom teaching, emerging as a new trend in educational development in the era of artificial intelligence. Desktop virtual reality stands out due to its lower cost and greater convenience. To elucidate the effectiveness of desktop virtual reality in learning, this paper employs a meta-analysis…
Descriptors: Computer Simulation, Meta Analysis, Teaching Methods, Instructional Effectiveness
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Seth Ketron; Kristina Schatz; Darin Sullwold; Aaron Sackett; Kyle Goldschmidt – Marketing Education Review, 2025
Virtual reality (VR) learning is believed to increase focus, engagement, and emotional connection. To that end, we developed an immersive business case study in VR to teach essential business concepts. This paper outlines the process we followed to develop and launch the case in the hope that other institutions can use our process as a blueprint…
Descriptors: Computer Simulation, Business Education, Case Method (Teaching Technique), Usability
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Mark H. Newton; Len A. Annetta; Denise M. Bressler – Journal of Science Education and Technology, 2024
This exploratory study uses epistemic network analysis (ENA) to examine the use of extended reality (XR) technologies embedded in post-secondary classes, one in a traditional setting and the other a place-based setting, to examine climate change while utilizing a socioscientific issues (SSI) approach. One group used a virtual reality (VR)…
Descriptors: Postsecondary Education, Climate, Physical Environment, Computer Simulation
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Enzo Ferrari; Pablo Herrero Teijón; Camilo Ruiz – Journal of New Approaches in Educational Research, 2024
Augmented Reality (AR) is now being used in education across various subjects. The number of AR applications has increased with the popularity of smartphones. In this study, we explore the use of AR-based apps for teaching astronomy in the last four years of secondary education in Spain. The study includes an experimental group and a control group…
Descriptors: Astronomy, Computer Simulation, Instructional Effectiveness, Technology Uses in Education
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Knut Aukland; Inge Andersland; Martin Smith-Gahrsen; Eva Mila Lindhardt; Anne Siri Kvia; Simon Simchai Hansen – Journal of Beliefs & Values, 2024
This paper reports from a symposium exploring the application of Virtual Reality (VR) in RE. The contributors presented empirical case-studies of interventions and instructional designs that had been tested in classroom settings ranging from primary to teacher education. The presentations illustrate the ways in which VR can be understood as a…
Descriptors: Computer Simulation, Teaching Methods, Religious Education, Moral Values
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