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Adam Carreon; Caitlin Criss; Maggie Mosher – Journal of Special Education Technology, 2024
Virtual reality (VR) is an innovative technology that is rapidly gaining popularity in and out of the classroom. With improvements in hardware and software technology and the push for one-to-one computing, teachers have access to innovative VR supports and resources. These innovative technologies have the potential to improve instruction for…
Descriptors: Computer Simulation, Students with Disabilities, Technology Uses in Education, Student Motivation
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Cetintav, Gulay; Yilmaz, Ramazan – Journal of Educational Computing Research, 2023
This study aimed to investigate the effects of augmented reality (AR) applications in geometry teaching on academic achievement, self-regulated learning skills (SRLS), and motivation of secondary school students. The research was carried out on students in the eighth grade at a state secondary school in Turkey. The research was carried out…
Descriptors: Computer Simulation, Geometry, Mathematics Instruction, Mathematics Achievement
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Clarice M. Moran; Maya K. Woodall – English Journal, 2019
VR is not a space-age novelty for intense video gamers. It is a legitimate digital tool that can enhance the English language arts (ELA) curriculum and enrich--but not replace--traditional pedagogy. And it is surprisingly easy to implement, even for introductory-level technology users. In this article, the authors discuss the strategies and tools…
Descriptors: Computer Simulation, Grade 8, Electronic Learning, Language Arts
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Lan, Yu-Ju; Lyu, Bo-Ning; Chin, Chee Kuen – Language Learning & Technology, 2019
This study aimed at enhancing the Mandarin essay writing by learners of Chinese as a second language (CSL) in Singapore by using authentic contexts in Second Life (SL). The participants were students in two classes of eighth graders from a junior high school in Singapore, and the study lasted for 5 weeks. A quasiexperimental design was adopted by…
Descriptors: Mandarin Chinese, Second Language Instruction, Essays, Grade 8
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Prima, EkaCahya; Putri, Aldia Ridwani; Rustaman, Nuryani – Journal of Science Learning, 2018
This research investigated the implementation of PhET simulation on students' understanding and motivation in learning the Solar system. The method used in this research was quasi-experimental with matching pretest-posttest group design. The research conducted in one of private Junior High School located at Padalarang, Indonesia with a number of…
Descriptors: Foreign Countries, Junior High School Students, Private Schools, Computer Simulation
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Matsuda, Noboru; Yarzebinski, Evelyn; Keiser, Victoria; Raizada, Rohan; Stylianides, Gabriel J.; Koedinger, Kenneth R. – International Journal of Artificial Intelligence in Education, 2013
In this paper we investigate how competition among tutees in the context of learning by teaching affects tutors' engagement as well as tutor learning. We conducted this investigation by incorporating a competitive Game Show feature into an online learning environment where students learn to solve algebraic equations by teaching a synthetic…
Descriptors: Teaching Methods, Competition, Educational Games, Equations (Mathematics)
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Savard, Annie; Freiman, Viktor; Theis, Laurent; Larose, Fançois – McGill Journal of Education, 2013
Mathematics teachers, researchers and specialists in educational technology from Quebec, Canada developed virtual tools that make interactive simulations of games of chance. These tools were presented to a group of teachers from New Brunswick through workshops and they then got to test and validate them with their students. Semi-structured…
Descriptors: Foreign Countries, Middle School Teachers, Educational Technology, Technology Uses in Education
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Shelley, Mack, Ed.; Akcay, Hakan, Ed.; Ozturk, Omer Tayfur, Ed. – International Society for Technology, Education, and Science, 2022
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on March 24-27, 2022 in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to discuss theoretical and…
Descriptors: Educational Technology, Technology Uses in Education, Computer Peripherals, Equipment
Hershkovitz, Arnon; Baker, Ryan S. J. d.; Gobert, Janice; Wixon, Michael; Sao Pedro, Michael – Grantee Submission, 2013
In recent years, an increasing number of analyses in Learning Analytics and Educational Data Mining (EDM) have adopted a "Discovery with Models" approach, where an existing model is used as a key component in a new EDM/analytics analysis. This article presents a theoretical discussion on the emergence of discovery with models, its…
Descriptors: Learning Analytics, Models, Learning Processes, Case Studies
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Bai, Haiyan; Pan, Wei; Hirumi, Astusi; Kebritchi, Mansureh – British Journal of Educational Technology, 2012
This research study assessed the effectiveness of a three-dimensional mathematics game, DimensionM, through a pretest-posttest control group quasi-experimental design. Participants consisted of 437 eighth graders. The classrooms were randomly assigned either to the treatment group that utilized DimensionM as a supplement to regular classroom…
Descriptors: Mathematics Achievement, Learning Motivation, Algebra, Control Groups
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Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2009
Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…
Descriptors: Learning Activities, Student Motivation, Grade 8, Grade 5