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Cheng, Kun-Hung – Journal of Research on Technology in Education, 2022
This study aimed to understand what role teachers consider the immersive virtual field trip (VFT) system to play in primary school classrooms. There were 19 teachers' perceptions of immersive VFTs for educational purposes explored. The interview transcripts were analyzed using the phenomenographic method. The results showed that, for usability…
Descriptors: Elementary School Teachers, Teacher Attitudes, Field Trips, Computer Simulation
Özkubat, Ufuk; Sanir, Hanifi; Özçakir, Bilal; Islim, Ömer Faruk – Journal of Learning and Teaching in Digital Age, 2022
In line with the needs emerging in education day by day, integrating teaching technologies into education is becoming increasingly important. In this direction, instructional technologies are used to make education more effective and efficient. One of these technologies is Augmented Reality. Augmented Reality (AR) applications, an up-to-date…
Descriptors: Teaching Methods, Educational Technology, Computer Simulation, Mathematics Skills
Mech, Angela; Rosenberger, Derek; Fanning, Philip; Riggins, John J.; Aukema, Brian; Hartshorn, Jess – Natural Sciences Education, 2022
Effective educational tools are needed to facilitate learning of organismal and ecological sciences in the virtual setting. For entomology laboratory classes, physically collecting insects and curating them in formal collections encompass the traditional learning and assessment tools to introduce students to the natural world and increase their…
Descriptors: Teaching Methods, Computer Software, Entomology, Science Instruction
Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness
Investigating Primary School Students' Epistemic Beliefs in Augmented Reality-Based Inquiry Learning
Yun Wen; Chun Lai; Sujin He; Yiyu Cai; Chee Kit Looi; Longkai Wu – Interactive Learning Environments, 2024
The impact of Augmented Reality (AR)-based science learning on cognitive development has been established, but the effect of AR on the improvement of students' academic performance remains inconclusive. Additionally, while epistemic beliefs as a significant determinant on student learning outcomes is well-documented, there is little research in…
Descriptors: Elementary School Students, Epistemology, Beliefs, Student Attitudes
Fatma Karaismailoglu; Mehtap Yildirim – Research in Science & Technological Education, 2024
Background: Spatial ability has an important place in science education, which is effective in raising future scientists. Although not in large numbers, studies show that teachers' spatial abilities somehow affect their teaching practices in the classroom and thus the spatial abilities of their students. Purpose: This study aimed to investigate…
Descriptors: Models, Educational Technology, Computer Simulation, Flipped Classroom
Deoksoon Kim; Ho-Ryong Park; Oksana Vorobel – ECNU Review of Education, 2024
Purpose: This study investigates middle school students' learning experiences through digital storytelling, applying a multimodal analytical framework to uncover patterns in digital stories. This study explores how participants engage in pedagogical activities, reflect on their learning experiences, and articulate their voices through digital…
Descriptors: Middle School Students, Story Telling, Learning Experience, Educational Technology
Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Flink, Patrick – College Student Journal, 2019
Neurodiverse students in college are not only an often marginalized population on campus, but face numerous challenges when pursuing a degree. Innovative teaching and learning practices may help neurodiverse students with such challenges. Second Life (SL), an online virtual world, has been used as an educational platform both inside and outside…
Descriptors: Computer Simulation, Electronic Learning, College Students, Neurological Impairments
Workman, Michael D. – Journal of Cybersecurity Education, Research and Practice, 2021
Cybersecurity capabilities in organizations and governmental agencies continue to lag behind the threats. Given the current environment, these entities have placed renewed emphasis on cybersecurity education. However, education appears to lack its full potential in most settings. Few empirical studies have systematically tested the efficacy of…
Descriptors: Computer Security, Information Security, Computer Science Education, Instructional Effectiveness
Ðoric, Biljana; Lambic, Dragan; Jovanovic, Željko – Research in Science Education, 2021
The aim of this study was to determine the impact of three different software simulations for studying Ohm's law and connecting resistors on students' academic performance. A total of 168 eighth-grade pupils were divided into three groups. The first group used the software containing the simulation with an already created electrical circuit, an…
Descriptors: Grade 8, Feedback (Response), Computer Software, Computer Simulation
Duncan-Vaidya, Elizabeth A.; Stevenson, Erica L. – Anatomical Sciences Education, 2021
Despite an increase in the use of technology in undergraduate anatomy education, and the rising popularity of online anatomy courses at community colleges in the United States, there have been no reports on the efficacy of augmented reality on anatomy education in this population. The purpose of this study was to test the hypothesis that augmented…
Descriptors: Community Colleges, Two Year College Students, Technology Uses in Education, Anatomy
Wahl-Alexander, Zachary; Brezwyn, Jessica – Journal of Physical Education, Recreation & Dance, 2021
An emerging issue in many physical education teacher education programs across the country is the limited pedagogical knowledge and hands on teaching experience of pre-service teachers going into any early clinical setting. Due to the lack of experience and knowledge, pre-service teachers may not be successful when given the opportunity to provide…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Physical Education Teachers
Kourgiantakis, Toula; Hu, Ran; Ramsundarsingh, Susan; Lung, Yu; West, Keri J. – Journal of Social Work Education, 2021
Preparing students for social work practice is an important responsibility shared by field education and schools of social work. The COVID-19 pandemic has caused disruptions to social work practice training and education in the classroom and field. This teaching note describes an online simulation-based learning activity known as Virtual Practice…
Descriptors: Teaching Methods, Electronic Learning, COVID-19, Pandemics
Doganyigit, Sati; Islim, Omer Faruk – Music Education Research, 2021
Vocal training is a specialist, multidisciplinary subject area that helps individuals to develop the behaviours and skills to utilise their voices effectively, properly and pleasantly based on abstract narration. Vocal trainers use abstract concepts in order to make corrective interventions during vocal training, and aim to create associations…
Descriptors: Music Education, Educational Technology, Computer Simulation, Teaching Methods

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