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Murphy, Kristin M.; Cook, Amy L.; Fallon, Lindsay M. – Phi Delta Kappan, 2021
Although social-emotional learning is associated with long-term success in school and careers, it is often a missing link in U.S. public education. The COVID-19 pandemic has intensified the need for social-emotional supports for children. In this time of crisis, educators have also sought new ways to make connections and reimagined how students…
Descriptors: Social Emotional Learning, Computer Simulation, COVID-19, Pandemics
Timothy Berndt – ProQuest LLC, 2021
The prominence of virtual reality (VR) in the educational field has grown in recent years due to increased availability and lower costs. I conducted a global study regarding how pioneering K-12 teachers use VR to engage students in learning activities. The purpose of this qualitative case study was to identify how and why teachers used VR for…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Technology, Elementary School Teachers
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Sarioglu, Serhan; Girgin, Sönmez – Journal of Turkish Science Education, 2020
In this study, it was aimed to investigate the effect of virtual reality usage in science teaching on 100 students attending 6th grade in Orhaneli district of Bursa province in 2017-2018 academic year. The study was designed as an experimental model of quantitative research methods. The Cell Knowledge Test developed by the researcher in the…
Descriptors: Computer Simulation, Grade 6, Middle School Students, Science Education
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Muršic, Sara – Journal of Educational Multimedia and Hypermedia, 2020
While there is a growing body of research on affordances and benefits of integrating augmented reality (AR) technology in education, barriers to engagement (often misinterpreted as negative results) can sometimes be overlooked and unpublished. Based on observation and reflections on 6 conducted classroom sessions, together with the interview…
Descriptors: Educational Technology, Technology Uses in Education, Cooperative Learning, Barriers
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Cayvaz, Aysegul; Akcay, Hakan; Kapici, Hasan Ozgur – International Journal of Education in Mathematics, Science and Technology, 2020
Simulations, which is a type of educational technology has started to be used widely in classes. Contradictive results show that there is no certain conclusion about the effects of them on students' domain knowledge, inquiry skills and attitudes towards science. The goal of the study is to compare the impacts of simulation-based and textbook-based…
Descriptors: Computer Simulation, Textbooks, Middle School Students, Academic Achievement
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Beach, Richard; Boggs, George; Castek, Jill; Damico, James; Panos, Alexandra; Spellman, Renee; Wilson, Nance – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2020
This report presents research on preservice (PST) and in-service teachers acquiring digital practices for addressing climate change related to knowing how to employ digital practices for studying visual representations of climate change and engaging students in critiquing online information about climate change. Study 1 examined PSTs understanding…
Descriptors: Preservice Teachers, Teachers, Educational Technology, Technology Uses in Education
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Stylianidou, Nayia; Sofianidis, Angelos; Manoli, Elpiniki; Meletiou-Mavrotheris, Maria – Education Sciences, 2020
This article reports on the main experiences gained from a teaching intervention which utilised the alternate reality game 'Helping Nemo' in an augmented reality environment for formative assessment. The purpose of the study was to explore the ways in which the affordances arising from the combination of alternate reality games and augmented…
Descriptors: Educational Games, Access to Education, Computer Simulation, Intervention
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Jaakkola, Tomi; Veermans, Koen – Instructional Science: An International Journal of the Learning Sciences, 2018
The present study investigates the effects that concreteness fading has on learning and transfer across three grade levels (4-6) in elementary school science education in comparison to learning with constantly concrete representations. 127 9- to 12-years-old elementary school students studied electric circuits in a computer-based simulation…
Descriptors: Elementary School Students, Elementary School Science, Science Education, Learning Processes
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Keller, Thomas; Glauser, Philipp; Ebert, Nico; Brucker-Kley, Elke – International Association for Development of the Information Society, 2018
This paper examines the use of Virtual Reality (VR) at Swiss secondary schools. Despite many years of research, no well-founded data are available on the effects of the technology on children's learning success. It is assumed that VR is compatible with the learning theory of constructivism through the possibility of immersion, interaction, 3D…
Descriptors: Educational Technology, Technology Uses in Education, Secondary Education, Computer Simulation
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Lubis, Azmil Hasan; Wangid, Muhammad Nur – Elementary School Forum (Mimbar Sekolah Dasar), 2019
This research is intended to determine the effectiveness of Augmented Reality (AR)- assisted pictorial storybook in improving discipline character of primary school students. The population of this research was all state-run primary schools in in Sleman Regency, Special Region of Yogyakarta, Indonesia. Specifically, the samples were fourth-grade…
Descriptors: Foreign Countries, Computer Simulation, Educational Technology, Technology Uses in Education
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Çilek, Elif – Journal of Inquiry Based Activities, 2019
This study aimed to plan and implement a lesson that focuses on the role of gases that are effective in global warming and to increase the middle school students' awareness about global warming. The case study method was used. First, a Science, Technology, Engineering, Mathematics (STEM) lesson that focused on the increased use of fossil-based…
Descriptors: Science Activities, STEM Education, Middle School Students, Climate
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Hou, Huei-Tse; Keng, Su-Han – Journal of Educational Computing Research, 2021
The design and application of educational board games have been emphasized in game-based learning. The integration of educational board games and augmented reality (AR) can help provide extensive cognitive-scaffolding for learners. This study proposed a dual-scaffolding framework that integrated peer-scaffolding and cognitive-scaffolding for an AR…
Descriptors: Scaffolding (Teaching Technique), Peer Relationship, Computer Simulation, Educational Games
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Laranjeiro, Dionísia – Education Sciences, 2021
Recent studies indicate tablets as the preferred devices of preschool children, due to portability, autonomy of use and variety of apps. There is also extensive evidence of the contributions of digital technologies in different areas of learning at these ages. The Aprender XXI project aimed to develop game-based learning apps, with content…
Descriptors: Telecommunications, Handheld Devices, Computer Software, Computer Games
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Haas, Ben; Kreis, Yves; Lavicza, Zsolt – International Journal for Technology in Mathematics Education, 2021
This paper reports on a case study of two elementary school students with mathematical learning disabilities (MLD) (ages 10 and 11) using augmented reality (AR), digital and physical modelling in mathematics class. MLD students worked on modelling geometric shapes (cubes, cuboids, squared pyramids, and octahedrons) and forms (polygons) by…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Elementary School Students
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Tavares, Rita; Marques Vieira, Rui; Pedro, Luís – Education Sciences, 2021
This paper reports research work related to a wider study, aimed at developing a mobile app for Science Education in primary-school. Several studies reveal that Science Education can be improved by using technology, namely educational software. However, to promote a structured use of technology, innovative learning approaches must be designed for…
Descriptors: Science Education, Educational Technology, Telecommunications, Handheld Devices
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