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Hung, Jeng-Fung; Tsai, Chun-Yen – Journal of Baltic Science Education, 2020
Previous studies on the effectiveness of virtual laboratories for learning have shown inconsistent results over the past decade. The purpose of this research was to explore the effects of a virtual laboratory and meta-cognitive scaffolding on students' data modeling competences. A quasi-experimental design was used. Three classes of eighth graders…
Descriptors: Metacognition, Computer Simulation, Comparative Analysis, Science Laboratories
Harvey, Miles; Deuel, Adrianna; Marlatt, Rick – Journal of Adolescent & Adult Literacy, 2020
In an eighth-grade English language arts class, 100 students used virtual reality headsets, augmented reality--capable smartphones, tablets, desktop computers, online scavenger hunts, and print-based texts as an introduction to William Shakespeare's life and works. The authors highlight the need for educators to offer multimodal instruction that…
Descriptors: English Literature, Language Arts, Computer Simulation, Audio Equipment
Ok, Min Wook; Haggerty, Natalie; Whaley, Angeline – Reading & Writing Quarterly, 2021
This single case design study examined the effects of video modeling (VM) using an augmented reality iPad application on improving phonics skills of first-grade students who struggle with reading. Results indicated that all students made significant growth in their phonics performance and maintained the intervention gains for 5 weeks following the…
Descriptors: Instructional Effectiveness, Reading Instruction, Direct Instruction, Video Technology
Lin, Huang-Yao; Tsai, Shu-Chiao – Australasian Journal of Educational Technology, 2021
This study investigated the use of an augmented reality (AR) -supported application called STEMUP to develop mobile English courses on Android and iOS smartphones. It focused on vocabulary and listening and speaking skills, in an initial assessment of the effectiveness of implementing AR-based mobile English courses. The study was conducted with…
Descriptors: Student Attitudes, Undergraduate Students, Elementary School Students, Material Development
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2021
Remote association requires players to use their mental transformation to identify objects' relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: [characters omitted], where the answer is [character omitted]) to explore learners' cognitive and affective effects, and then eighth grade…
Descriptors: Computer Games, Grade 8, Telecommunications, Handheld Devices
Gumonan, Kenn Migan Vincent C.; Fabregas, Aleta C. – Online Submission, 2021
Purpose: The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.…
Descriptors: Asian Studies, Teaching Methods, Computer Simulation, Computer Games
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
Christie, Simon – set: Research Information for Teachers, 2018
This article reflects on a school's approach to gamifying the Royal Society Te Aparangi's First CREST Award. The article explains how CREST was reconceived as a quest using elements of live action role playing (LARP) and gamification, and the tools that were used to do this. It describes how progress was measured using a points system and the…
Descriptors: Foreign Countries, Teaching Methods, Play, Role Playing
Awang, Hapini; Aji, Zahurin Mat; Yaakob, Mohd Faiz Mohd; Osman, Wan Rozaini Sheik; Mukminin, Amirul; Habibi, Akhmad – Journal of Technology and Science Education, 2018
Malaysian teachers have been using Virtual Learning Environment (VLE) technology in their instructional activities since it was introduced by the Ministry of Education in 2012. This study aimed to measure Malaysian teachers' level of intention to continue using VLE technology and investigate factors influencing teachers' decision to keep using VLE…
Descriptors: Foreign Countries, Computer Simulation, Educational Technology, Technology Uses in Education
Eriksen, Kristina; Nielsen, Bjarne E.; Pittelkow, Michael – Journal of Chemical Education, 2020
We present a simple procedure to make an augmented reality app to visualize any chemical 3D model. The molecular structure may be based on crystallographic data or from computational modeling. This guide is made in such a way that no programming skills are needed, and the procedure uses free software and provides a way to visualize 3D structures…
Descriptors: Chemistry, Molecular Structure, Science Instruction, Teaching Methods
Larson, Kristine E.; Hirsch, Shanna E.; McGraw, Jillian P.; Bradshaw, Catherine P. – Journal of Special Education Technology, 2020
Given the high percentage of new teachers who struggle with classroom management, preservice educators need more opportunities to develop their skills in managing challenging student behaviors prior to entering the classroom. There is growing interest in using mixed-reality simulators to provide educators opportunities to receive guided practice…
Descriptors: Preservice Teacher Education, Preservice Teachers, Behavior Problems, Behavior Modification
Burgos, Daniel, Ed. – Lecture Notes in Educational Technology, 2020
Educational Technology is the right couple to a radical innovation. Thanks to the appropriate technology in the right context with the best fit to the target audience, education can be drastically improved, meaning a better performance, competence achievement, match with the user's expectations and with the market needs. Serious games, Virtual…
Descriptors: Educational Change, Electronic Learning, Educational Innovation, Educational Technology
Pareto, Lena; Willermark, Sara – Journal of Educational Computing Research, 2019
Technological pedagogical and content knowledge (TPACK) is a well-known conceptual framework for what knowledge teachers need in order to teach successfully using technology. Most recent TPACK studies address assessment of teacher TPACK by quantitative self-reporting surveys. Such an approach provides little guidance for teachers in how to develop…
Descriptors: Faculty Development, Pedagogical Content Knowledge, Technological Literacy, Elementary School Teachers
Fiorella, Logan; Kuhlmann, Shelbi; Vogel-Walcutt, Jennifer J. – Journal of Educational Computing Research, 2019
This study tested the effects of implementing a narrative computer-based educational game within a middle-school math class. Gameplay consisted of navigating through a virtual spaceship and completing missions by periodically engaging in learning-by-teaching activities that involved helping an avatar solve math problems. In a pretest/posttest…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Teaching Methods
Nuanmeesri, Sumitra; Kadmateekarun, Preedawon; Poomhiran, Lap – Turkish Online Journal of Educational Technology - TOJET, 2019
This research aimed to develop the augmented reality (AR) in teaching human heart anatomy and blood flow has been designed and developed an AR to study the anatomy of the heart. The AR was evaluated by five experts, who analysed its content consistency by using the Index of Item Objective Congruence (IOC). The content was rated at 0.8.…
Descriptors: Computer Simulation, Simulated Environment, Anatomy, Human Body