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Barrett, Rainier; Gandhi, Heta A.; Naganathan, Anusha; Daniels, Danielle; Zhang, Yang; Onwunaka, Chibueze; Luehmann, April; White, Andrew D. – Journal of Chemical Education, 2018
Undergraduate lab sessions play a crucial role in building and reinforcing conceptual understanding in STEM education. In third and fourth year higher education, lab sessions can be challenging to incorporate into the curriculum due to cost, safety, or difficulty in realizing abstract concepts. Mixed reality (MR) systems provide a novel solution…
Descriptors: Undergraduate Study, College Science, Science Laboratories, Chemistry
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Justice, Nicola; Zieffler, Andrew; Huberty, Michael D.; delMas, Robert – ZDM: The International Journal on Mathematics Education, 2018
Statistical modeling is a core component of statistical thinking and has been identified by several countries as a curricular goal for secondary education. However, many secondary teachers have minimal preparation for teaching this topic. The goal of this research study is to learn about teachers' perceptions of the role statistical models play in…
Descriptors: Statistics, Secondary School Teachers, Teacher Attitudes, Teacher Role
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Sural, Irfan – International Journal of Instruction, 2018
The main goal of this paper is to unveil the results of survey study that intends to explore the candidate teachers' opinions about using augmented reality (AR) in classrooms. For this purpose, marker-based mobile augmented reality application has been developed and computer hardware devices are used as a teaching material. In addition, candidate…
Descriptors: Simulated Environment, Computer Simulation, Teaching Methods, Educational Technology
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Knight, Janine; Barbera, Elena – Electronic Journal of e-Learning, 2018
Fostering learner agency is a primary goal of Integrative Computer Assisted Language Learning, a type of CALL (Warschauer, 1996) that encompasses networked learning and multimedia, including hypermedia. Although navigation has been a focus of attention in some more established CALL scenarios such as Intelligent Computer Assisted Language learning…
Descriptors: Second Language Instruction, Educational Technology, Computer Mediated Communication, English (Second Language)
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Yang, Xiaozhe; Lin, Lin; Cheng, Pei-Yu; Yang, Xue; Ren, Youqun; Huang, Yueh-Min – Educational Technology Research and Development, 2018
This study explores the effects of immersive VR on an individual's creativity and factors related to creativity including flow, attention and meditation (i.e., mental relaxation or stress). Sixty undergraduate students were invited to participate in an open-ended challenge to design a wearable technology functioning as a smart phone individually,…
Descriptors: Creativity, Computer Simulation, Stress Variables, Undergraduate Students
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Langbeheim, Elon; Levy, Sharona T. – International Journal of Science Education, 2018
We developed a computerised simulation that utilises embodied modelling by letting students play the role of particles in a liquid. We compared the learning of two eight-grade classrooms that used the embodied modelling simulation during a weeklong learning module on phase change, with a comparison group that used an ordinary simulation with no…
Descriptors: Chemistry, Science Instruction, Comparative Analysis, Grade 8
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Nakagawa, Yoshifumi – Journal of Environmental Education, 2018
Environmental education as a theory and practice of ecopedagogical simulation positively acknowledges various accidental happenings in the learner's experience. By working with and on the accidents, the learner is encouraged to imagine the real object that escapes his/her experience and thus cannot be and should not be reduced into human…
Descriptors: Tourism, Environmental Education, Ecology, Teaching Methods
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Jackson, Luke Conrad; O'Mara, Joanne; Moss, Julianne; Jackson, Alun C. – International Journal of Game-Based Learning, 2018
Digital games are currently viewed, by many within the field of education, as a way to engage and motivate students, and to assist them in acquiring content knowledge and skills. Despite the growing interest in using digital games, including serious games, this is the first critical review of the literature on the effectiveness of digital…
Descriptors: Computer Games, Teaching Methods, Instructional Effectiveness, Attitude Change
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Navarro, Danielle J.; Perfors, Amy; Kary, Arthur; Brown, Scott D.; Donkin, Chris – Cognitive Science, 2018
How does the process of information transmission affect the cultural or linguistic products that emerge? This question is often studied experimentally and computationally via iterated learning, a procedure in which participants learn from previous participants in a chain. Iterated learning is a powerful tool because, when all participants share…
Descriptors: Cognitive Processes, Learning Processes, Beliefs, Computer Simulation
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Bowman, Nicholas A.; Bastedo, Michael N. – Research in Higher Education, 2018
Attending a selective college or university has a notable impact on the likelihood of graduation, graduate school attendance, social networks, and career earnings. Given these short-term and long-term benefits, surprisingly little research has directly explored the factors that might promote or detract from equitable admissions decisions at these…
Descriptors: Administrator Role, Admissions Officers, College Admission, Access to Education
Ehmke, Melissa – ProQuest LLC, 2018
Problem. The purpose of this project is to determine if college students who are currently in nursing school, will benefit from the addition of a poverty simulation to positively influence their self-awareness and individual-level beliefs and attitudes towards poverty, therefore being able to serve those in poverty fully and guide them to…
Descriptors: Nursing Education, Nursing Students, College Students, Poverty
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Guerrón Paredes, Nancy Enriqueta; Cobo, Antonio; Martín, Carlos; Serrano, José Javier – International Association for Development of the Information Society, 2018
Virtual reality applications for blind people in smartphones were used to make virtual visits in advance to unknown spaces; these need to include a set of cognitive and sensitive interfaces that allow users to use their other sensory capabilities to understand information about their environment and facilitate the interaction with the application,…
Descriptors: Computer Simulation, Simulated Environment, Blindness, Telecommunications
McDonough, Brandy Lee – ProQuest LLC, 2018
In this study, the researcher explored the perceptions of adjunct distance education faculty working at a for-profit higher education institution related to their sense of engagement and job satisfaction. The purpose of this qualitative case study was to illustrate the perceived advantages, disadvantages, and areas of consideration for managing…
Descriptors: Job Satisfaction, Distance Education, Adjunct Faculty, Teacher Attitudes
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Sawyer, Robert; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Educational Data Mining Society, 2018
Student interactions with game-based learning environments produce a wide range of in-game problem-solving sequences. These sequences can be viewed as trajectories through a game's problem-solving space. In this paper, we present a general framework for analyzing students' problem-solving behavior in game-based learning environments by filtering…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
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Zhen, Fubiao; Tong, Fuhui – AERA Online Paper Repository, 2023
This study examined the effectiveness of a literacy-infused science (LIS) intervention on science learning of ELs from rural schools in the U.S.-Mexico border area. The intervention consists of teacher-level virtual professional development (VPD) and virtual mentoring and coaching (VMC), as well as a student-level LIS curriculum. Results from…
Descriptors: Rural Schools, Intervention, Science Instruction, Science Teachers
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