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Mario Vallarino; Saverio Iacono; Edoardo Bellanti; Gianni V. Vercelli – IEEE Transactions on Learning Technologies, 2024
This article introduces a novel approach to remote laboratory instruction, specifically designed for teaching three-dimensional modeling using Blender software. The lab uses virtual machines to provide students with the necessary computational power to carry out the course activities, along with the correct version of the software. The flipped…
Descriptors: Flipped Classroom, Distance Education, Laboratories, Peer Evaluation
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Charlotte H. Müller; Markus Reiher; Manu Kapur – Journal of Computer Assisted Learning, 2024
Background: Haptic feedback has been shown to be an effective facilitator of the learning of scientific concepts in a series of studies. However, little is known about the underlying salient learning mechanisms, which are activated when learning from haptic feedback. Objectives: We investigate the learning mechanism in a higher chemistry education…
Descriptors: Quantum Mechanics, Chemistry, Feedback (Response), Cognitive Processes
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Beatriz García Fernández; José-Reyes Ruiz-Gallardo; Esther Paños; Antonio Mateos Jiménez – Journal of Visual Literacy, 2024
This study aims to explore the experience and training of pre-service and in-service teachers (n = 470) using visual diagrams. For this purpose, they answered a questionnaire regarding their training and experience with them throughout their entire education. The results show that teachers' experience with visual diagrams was very limited at all…
Descriptors: Teaching Experience, Teacher Education, Visual Aids, Teacher Developed Materials
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Fatima Viteri; Monserrath Pazmiño – Applied Environmental Education and Communication, 2024
This study developed a local climate change curriculum that incorporates generative learning strategies and emphasizes the creation of visually engaging educational content. The curriculum's impact was assessed by examining generative learning through recall and knowledge transfer, as well as declarative knowledge across elementary students with…
Descriptors: Environmental Education, Climate, Science Curriculum, Learning Strategies
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Yizhen Wang; Xiaolu Wang – Education and Information Technologies, 2024
Augmented Reality (AR) technology, as one of the emerging innovative technologies, is proven to have the potential to facilitate second language acquisition in terms of contextualized visualization and learning interactivity. Nevertheless, no empirical research has been conducted on the use of an AR-assisted approach to help adult Chinese language…
Descriptors: Chinese, Second Language Learning, Second Language Instruction, Adult Students
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Héctor J. Pijeira-Díaz; Shashank Subramanya; Janneke van de Pol; Anique de Bruin – Journal of Computer Assisted Learning, 2024
Background: When learning causal relations, completing causal diagrams enhances students' comprehension judgements to some extent. To potentially boost this effect, advances in natural language processing (NLP) enable real-time formative feedback based on the automated assessment of students' diagrams, which can involve the correctness of both the…
Descriptors: Learning Analytics, Automation, Student Evaluation, Causal Models
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Nicolas Michinov; Jérôme Hutain – Active Learning in Higher Education, 2024
Multitasking activities among students using various technological devices is common during lectures, and many studies have demonstrated their deleterious effects on various learning outcomes. In contrast, fewer studies have examined ways to reduce multitasking and stimulate engagement in learning. The present study provides an educational…
Descriptors: Foreign Countries, Undergraduate Students, Psychological Studies, Handheld Devices
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Sevgül Çalis – Chemistry Education Research and Practice, 2024
This study focuses on examining the mental models of 11th and 12th-grade students attending a science high school in Turkey regarding the concept of the electron cloud. The study involved 72 students and employed the case study method. The precondition for selecting the sample was that the students had covered the unit on modern atomic theory in…
Descriptors: High School Students, Secondary School Science, Grade 11, Grade 12
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Risda Putri Indriani; Tri Handayani Kurniati; Rizhal Hendi Ristanto – Journal of Science Learning, 2024
In biology learning, the object of a virus cannot be seen directly. Augmented reality (AR) technology can help visualize the object of a virus in 3D, making it easier for students to learn about viruses. Therefore, this research aims to develop an AR-based learning media product called ARVi. ARVi was created using the ADDIE model, which consists…
Descriptors: High School Students, High School Teachers, Science Instruction, Science Teachers
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Mario Wolf; Michael Montag; Heinrich Söbke; Florian Wehking; Christian Springer – Electronic Journal of e-Learning, 2024
Escape rooms are an established game genre that has become popular in educational contexts in recent years. Digital escape rooms are variations, which use digital environments and may be played by participants not present on site. Compared to physical escape rooms, digital escape rooms are characterised by lower implementation and application…
Descriptors: Computer Simulation, Web Sites, Educational Games, Puzzles
Tiffany Thompson – ProQuest LLC, 2024
This qualitative research study examined the experiences of two Black female teachers and six White female teachers who participated in five Diversity, Equity, and Inclusion (DEI) workshops that incorporated Open Studio Process (OSP) using Expressive Therapy Continuum (ETC). It is informed by research on defensiveness and resistance that often…
Descriptors: Elementary School Teachers, Teacher Attitudes, Studio Art, Diversity
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Marleen Reichgelt – History of Education, 2024
Despite a visual turn in the field of history of education, including visual sources has far from become standard practice when writing histories of education or when considering children's voices from the past. Yet photographs can be especially fruitful when considering marginalised children who left few traces in other records. Building upon…
Descriptors: Foreign Countries, Educational History, Photography, Visual Aids
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J. T. McKeever; L. E. Runceanu – Physical Education and Sport Pedagogy, 2024
Background: Combining Game-Based Approaches, video feedback, and debate of ideas "(débat d'idées)" constitutes an emerging field within pedagogical literature in Physical and Health Education. Nevertheless, more work is needed to understand how this digital tool can be effectively integrated into the teaching and learning process.…
Descriptors: Educational Games, Video Technology, Visual Aids, Student Centered Learning
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Torbjørn Netland; Rafael Lorenz; Daniel Kwasnitschka; Julian Senoner; Clemens Gróf – INFORMS Transactions on Education, 2024
The authors develop, use, and evaluate a spherical video-based virtual reality (SVVR) app for teaching operations management. The app contains a 360-degree photo- realistic copy of real factory environments with blended information and gamified exercises. To solve a learning assignment, students virtually immerse themselves in the factory using…
Descriptors: Computer Simulation, Industry, Video Technology, Visual Aids
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Kyeng Gea Lee; Mark J. Lee; Soo Jung Lee – International Journal of Technology in Education and Science, 2024
Online assessment is an essential part of online education, and if conducted properly, has been found to effectively gauge student learning. Generally, textbased questions have been the cornerstone of online assessment. Recently, however, the emergence of generative artificial intelligence has added a significant challenge to the integrity of…
Descriptors: Artificial Intelligence, Computer Software, Biology, Science Instruction
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