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Vasmatzoglou, Areti; Ní Chiaráin, Neasa – Research-publishing.net, 2020
Virtual simulation training has gained in usage in various educational fields and offers the potential to support and reinforce learning goals when practical experience is not possible. Teaching practice experience in an English as a Foreign Language (EFL) classroom is critical, yet frequently unobtainable for students in Teaching English to…
Descriptors: Electronic Learning, Game Based Learning, Educational Games, Computer Simulation
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Kumaran, Savitha Korattikkara; Govindapillai, Renumol Vempalively – International Association for Development of the Information Society, 2020
Research on special education has showed that the use of digital technology for the special need children can help to simplify their educational process. Intellectual disability (ID) is a kind of developmental disorder. ID children need some kind of scaffolding during their learning process. Hence, as part of our ongoing research to design and…
Descriptors: Educational Technology, Cognitive Development, Intellectual Disability, Students with Disabilities
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Munir, Laine – Journal of Political Science Education, 2023
This teaching note outlines an innovative simulation game realized in response to post-pandemic experiential learning needs. The game introduces a fictional African country experiencing a series of political and financial shocks. Students are assigned membership in social groups and must implement the national policies that would improve outcomes…
Descriptors: Teaching Methods, Instructional Innovation, Political Science, Experiential Learning
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Etopio, Elisabeth; Winkelsas, Amanda; Jo, SeungJung; Karalis Noel, Tiffany; Kearney, Erin; Gorlewski, Julie – Policy Futures in Education, 2023
This narrative imagines the future of education through three vignettes, each of which describes a community of learners exploring artifacts from the past even as they learn together in the present. Scenarios trace the experiences of Eden, who was born in 2012, and her involvement with learning and educational institutions. Threaded through…
Descriptors: Futures (of Society), Educational Trends, Vignettes, Educational Policy
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Yang, Shuxia; Mei, Bing; Yue, Xiaoyu – Journal of Chemical Education, 2018
This technology report aimed to explore preservice chemistry teachers' perception of mobile augmented reality (MAR) assisted chemical education. To this end, 15 participants were recruited from a Chinese university. They were provided access to an MAR chemistry learning app, Elements 4D, on their own mobile computing devices, and were instructed…
Descriptors: Chemistry, Preservice Teachers, Student Teacher Attitudes, Electronic Learning
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Taleyarkhan, Manaz; Dasgupta, Chandan; Garcia, John Mendoza; Magana, Alejandra J. – Journal of Science Education and Technology, 2018
Engineering design thinking is hard to teach and still harder to learn by novices primarily due to the undetermined nature of engineering problems that often results in multiple solutions. In this paper, we investigate the effect of teaching engineering design thinking to freshmen students by using a computer-aided Design (CAD) simulation…
Descriptors: Design, Educational Technology, Engineering Education, Engineering Technology
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Gavillet, Rebecca – Texas Education Review, 2018
This article provides a review of relevant literature and theoretical frameworks that support the inclusion of experiential learning in higher education programs. A brief discussion of experiential learning types is included. Experiential learning or experiential education refers to learning through experience, whether integrated in curricula or…
Descriptors: Experiential Learning, Program Effectiveness, College Students, Adults
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Durl, James; Dietrich, Timo; Pang, Bo; Potter, Leigh-Ellen; Carter, Lewis – Health Education Journal, 2018
Background: The resurgence of interest in virtual reality (VR) in recent years has been exciting for health educators and researchers, yet little is known about VR's effectiveness. This systematic literature review aims to provide an overview of the prevalence of VR in alcohol studies and assess its effectiveness. Methods: Peer-reviewed articles…
Descriptors: Computer Simulation, Alcohol Education, Literature Reviews, Electronic Libraries
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Negen, James; Heywood-Everett, Edward; Roome, Hannah E.; Nardini, Marko – Developmental Science, 2018
Using landmarks and other scene features to recall locations from new viewpoints is a critical skill in spatial cognition. In an immersive virtual reality task, we asked children 3.5-4.5 years old to remember the location of a target using various cues. On some trials they could use information from their own self-motion. On some trials they could…
Descriptors: Spatial Ability, Recall (Psychology), Age Differences, Task Analysis
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Morgan, Grant B.; Moore, Courtney A.; Floyd, Harlee S. – Journal of Psychoeducational Assessment, 2018
Although content validity--how well each item of an instrument represents the construct being measured--is foundational in the development of an instrument, statistical validity is also important to the decisions that are made based on the instrument. The primary purpose of this study is to demonstrate how simulation studies can be used to assist…
Descriptors: Simulation, Decision Making, Test Construction, Validity
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van Doodewaard, Corina; Knoppers, Annelies – Gender and Education, 2018
Many physical education (PE) teachers have been challenged by the shift from teaching in primarily ethnic homogenous contexts to multi-ethnic (ME) classes. Teachers in secondary schools often experience difficulty in class management in such classes. This difficulty may limit their ability to create a positive student--teacher relationship and may…
Descriptors: Physical Education Teachers, Ethnicity, Secondary School Teachers, Classroom Techniques
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Hardway, Christina; Seitchik, Allison E.; Kurdziel, Laura B. F.; Stroud, Michael J.; LaTorre, Joseph T.; LeBert, Cassidy – Journal of Educational Computing Research, 2018
This study examined whether a video illustration of a complex phenomenon promoted learner interest, perceived comprehensibility, and better learning in online- and classroom-based contexts. In the first study, undergraduate participants (N = 101) viewed learning materials which contained a video only, a video and textual explanation, or a textual…
Descriptors: Video Technology, Student Interests, Undergraduate Students, Teaching Methods
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Adjapong, Edmund S.; Emdin, Christopher; Levy, Ian – Current Issues in Comparative Education, 2018
This paper explores, educators' use of technology to supplement traditional professional development that they may receive in their schools or institutions. Many educators in the 21st century use various forms of technology as part of their daily teaching practices and as part of their personal lives. This paper sets out to explore the impact of a…
Descriptors: Social Media, Faculty Development, Teaching Methods, Computer Simulation
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Ke, Fengfeng; Moon, Jewoong – British Journal of Educational Technology, 2018
Using OpenSimulator, we constructed a 3D virtual playground that affords competition-themed social gaming, role-play gaming and design-themed architectural gaming among high-functioning autistic (HFA) children. A mixed-method, multi-case study was conducted to examine the association between the game task and setting features, learners'…
Descriptors: Correlation, Computer Simulation, Role Playing, Interpersonal Relationship
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Yoon, Susan A.; Anderson, Emma; Park, Miyoung; Elinich, Karen; Lin, Joyce – Research in Science & Technological Education, 2018
Background: This study builds on a series of studies that examined how augmented reality and various other learning scaffolds can promote deeper conceptual and cognitive understanding among visitors in a science museum. Purpose: We focus specifically on determining the exact affordances of different genres of scaffolds that include augmented…
Descriptors: Museums, Scaffolding (Teaching Technique), Nonschool Educational Programs, Computer Simulation
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