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Billingsley, Berry; Robinson, Nicola; Campbell, Robert; Thompson, Stephen – School Science Review, 2020
What is the future for school science and in particular for practical work? This article explores the question from four perspectives and seeks solutions for different age groups in the UK and beyond.
Descriptors: Foreign Countries, Science Education, Educational Trends, Futures (of Society)
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Kumpulainen, Kristiina; Byman, Jenny; Renlund, Jenny; Wong, Chin Chin – Education Sciences, 2020
Drawing on a relational ontology and scholarship of new literacies, we investigate the materiality and performativity of children's augmented storying in nature. Our study is situated in a Finnish primary school in which a novel, augmented reality application (MyAR Julle) was utilized as a digital storytelling tool for children (n = 62, aged 7-9),…
Descriptors: Elementary School Students, Computer Simulation, Story Telling, Children
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Fokides, Emmanuel; Chachlaki, Foteini – Technology, Knowledge and Learning, 2020
The study presents the results from a project in which a 3D multi-user virtual environment was used for informing students on issues related to the protection of the Mediterranean monk seal. The target group was 326, 10-12-years old students divided into three groups. The first one was taught using printed material, the second used a web-based…
Descriptors: Computer Simulation, Simulated Environment, Environmental Education, Conservation (Environment)
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Heinimäki, Olli-Pekka; Volet, Simone; Vauras, Marja – Frontline Learning Research, 2020
Prior research on the significance of roles in collaborative learning has explored their impact when they are pre-assigned to group members. In this article, it is argued that focusing on assigned roles downplays the spontaneous, emergent, and interactional nature of roles in small task groups and that this focus has limited the development of…
Descriptors: Cooperative Learning, Science Education, Role, Group Dynamics
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Buliali, Joko Lianto; Andriyani; Pramudya, Yudhiakto – Mathematics Teaching Research Journal, 2022
The problem in studying geometry for students with normal hearing and hearing impairment is that when studying geometry, it does not only require analytical presentations but also visual presentations related to spatial visualization abilities. This problem is getting worse during the pandemic, in which teaching and learning had to be done online.…
Descriptors: Geometry, Mathematics Instruction, Students with Disabilities, Hearing Impairments
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Binhomran, Kholoud; Altalhab, Sultan – JALT CALL Journal, 2021
This study seeks to contribute to the small, but growing area of research regarding technology potential in the field of vocabulary research. The study aims to determine the usefulness of augmented reality (AR) technology in EFL vocabulary learning. An experiment was conducted to examine young learners' motivation and vocabulary retention. The…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Vocabulary Development
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Maher, Damian; Buchanan, John – Technology, Pedagogy and Education, 2021
Schools are increasingly pivoting to the use of digital technologies to support both teaching and learning. In this study, the educational use of 360-degree video in the primary school classroom is investigated, focusing on a platform that was developed by an Australian university, which incorporates a chat function as well as an analytics tool.…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Elementary School Teachers
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Aydin, Miraç – Journal of Biological Education, 2021
Research on Mobile Augmented Reality (Mobile AR) includes studies addressing Mobile AR integration into learning environments along with the quality of instructions by researchers about using mobile AR in classrooms. Findings revealed that even inexperienced teachers/pre-service science teachers who lacked any prescribed material could use mobile…
Descriptors: Preservice Teacher Education, Preservice Teachers, Computer Simulation, Educational Technology
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Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
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Lai, Jung-Yu; Chang, Li-Ting – SAGE Open, 2021
The education community has gradually recognized the value of augmented reality (AR) technology and its positive impacts on student learning performance. Still, few studies have proposed specific solutions and results to confirm this phenomenon for first graders in English vocabulary learning. Hence, this research explores the effects of AR apps…
Descriptors: Grade 1, Elementary School Students, Computer Software, Computer Simulation
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Goksu, Idris; Islam Bolat, Yusuf – Review of Education, 2021
In this meta-analysis, the aim is to determine the overall effect of the ARCS (attention, relevance, confidence, satisfaction) model of motivation on students' academic achievement, motivation, attention, relevance, confidence and satisfaction. Additionally, the effect of the model is analysed according to the learning environment in which the…
Descriptors: Models, Student Motivation, Academic Achievement, Attention
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Bock, Camden; Dimmel, Justin – North American Chapter of the International Group for the Psychology of Mathematics Education, 2021
This paper reports on a study of learners' use of immersive spatial diagrams to make arguments about three-dimensional geometric figures. Immersive spatial diagrams allow learners to use the movement of their bodies to control their point of view, while immersed in three-dimensional digital renderings. We present analysis of two pairs of…
Descriptors: Visual Aids, Mathematics Instruction, Geometric Concepts, Spatial Ability
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Yang, Kexin Bella; Echeverria, Vanessa; Wang, Xuejian; Lawrence, LuEttaMae; Holstein, Kenneth; Rummel, Nikol; Aleven, Vincent – International Educational Data Mining Society, 2021
Constructing effective and well-balanced learning groups is important for collaborative learning. Past research explored how group formation policies affect learners' behaviors and performance. With the different classroom contexts, many group formation policies work in theory, yet their feasibility is rarely investigated in authentic class…
Descriptors: Grouping (Instructional Purposes), Cooperative Learning, Teaching Methods, Kindergarten
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Diaz-Noguera, María Dolores; Hervas-Gomez, Carlos; De-la-Calle, Ana María – Journal of Turkish Science Education, 2019
This empirical study presents university students' perceptions of professional competences through the use of such technologies as Augmented Reality (AR). The possibilities offered by this technology allow designing educational environments with different contexts that involve nontraditional practices. An online questionnaire was used to gather…
Descriptors: College Students, Student Attitudes, Competence, Computer Simulation
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Delacruz, Stacy – TechTrends: Linking Research and Practice to Improve Learning, 2019
Students deepen their content knowledge and collaborative skills as they interact with others across the globe. In order to deepen early childhood students' awareness and understanding of the world, teachers worked with their classes to develop and share school-based virtual field trips. The researcher sought to (a) identify the steps to create a…
Descriptors: Field Trips, Educational Technology, Technology Uses in Education, Computer Simulation
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