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Showing 241 to 255 of 364 results Save | Export
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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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Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving
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Ke, Fengfeng – Educational Technology Research and Development, 2019
This mixed methods study is aimed to examine the feasibility of integrating mathematical problem solving with architectural design via a 3D epistemic simulation game to promote active mathematics learning for middle-school students. The experimental-control pretest/posttest group design was adopted to examine whether the experience of interacting…
Descriptors: Educational Games, Computer Games, Computer Simulation, Game Based Learning
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Bressler, Denise M.; Shane Tutwiler, M.; Bodzin, Alec M. – Educational Technology Research and Development, 2021
We report on a design-based research study that was conducted over three iterations. It chronicles the design, development, and implementation of School Scene Investigators, a forensic science game series for middle school students that utilizes mobile augmented reality. Played on mobile devices while exploring the school environment, School Scene…
Descriptors: Science Interests, Student Interests, Science Education, Educational Games
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Meletiou-Mavrotheris, Maria; Carrilho, Ana Rita; Charalambous, Constadina; Mavrou, Katerina; Christou, Christiana – Education Sciences, 2020
Living Book--Augmenting Reading for Life, a three-year EU-funded Erasmus + project (September 2016-August 2019), exploited the affordances of augmented reality (AR) and other emerging technologies in order to address the underachievement of European youth in reading skills. The program developed an innovative approach that empowers teachers from…
Descriptors: Faculty Development, Books, Computer Simulation, Foreign Countries
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Prima, Eka C.; Putri, Chika L.; Sudargo, Fransisca – Journal of Science Learning, 2017
Solar system is an abstract phenomenon that needs to understand by junior high school students. The phenomenon cannot be observed directly in the classroom. In this research, the role-play model is first proposed to provide analogical phenomenon combined by Stellarium as an astrophysical virtual laboratory to give better visualization of Solar…
Descriptors: Foreign Countries, Junior High School Students, Role Playing, Astronomy
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Metcalf, Shari J.; Kamarainen, Amy M.; Grotzer, Tina A.; Dede, Christopher J. – AERA Online Paper Repository, 2017
Experimentation is a valuable way to build understanding in science. EcoXPT research looks at supporting authentic experiment-based inquiry within an immersive virtual ecosystem. EcoXPT includes a variety of investigative tools, including a Mesocosm tool that allows students to set up experimental pools to test interactions between variables. This…
Descriptors: Active Learning, Inquiry, Computer Simulation, Authentic Learning
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Irava, Vastav; Pathak, Aditi; DeRosier, Melissa; Chatterjee Singh, Nandini – Journal of Educational Technology Systems, 2019
"Hall of Heroes," a digital game, was used to compare social and emotional skills of 63 adolescent female students matched for age across Malaysia, South Africa, and the United States. Participants were assessed on six social and emotional competencies during game play, namely impulse control, cooperation, communication, social…
Descriptors: Cross Cultural Studies, Computer Games, Social Development, Interpersonal Competence
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Hannel, Stacey L.; Cuevas, Joshua – Georgia Educational Researcher, 2018
This study was conducted to investigate whether or not computer-based simulations had a greater impact on science achievement compared to traditional hands-on methods for middle school students in an on-level science course. The study also sought to determine if either method had an impact on retention as well as motivation. The participants in…
Descriptors: Science Achievement, Student Motivation, Computer Simulation, Hands on Science
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Gnidovec, Tanja; Žemlja, Mojca; Dolenec, Andreja; Torkar, Gregor – Journal of Science Education and Technology, 2020
Learning the basics of human anatomy is challenging for schoolchildren due to its three-dimensional nature and complexity as a system. This study created educational materials for learning about and teaching the human circulatory system based on augmented reality (AR) technology and a structure-behavior-function (SBF) model, including 2D/3D…
Descriptors: Computer Simulation, Anatomy, Human Body, Teaching Methods
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Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
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Huang, Kun; Ge, Xun; Eseryel, Deniz – Educational Technology Research and Development, 2017
This study investigated the effects of metaconceptually-enhanced, simulation-based inquiry learning on eighth grade students' conceptual change in science and their development of science epistemic beliefs. Two experimental groups studied the topics of motion and force using the same computer simulations but with different simulation guides: one…
Descriptors: Inquiry, Science Instruction, Grade 8, Scientific Concepts
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Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
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Liu, Shiyu – Technology, Knowledge and Learning, 2015
This research investigates the role of virtual experiments and worked examples in the learning of the control of variable strategy (CVS). Sixty-nine seventh-grade students participated in this study over a span of 6 weeks and were engaged in worked example learning and/or virtual experimentation to study the knowledge and procedures associated…
Descriptors: Grade 7, Computer Simulation, Experiments, Research Methodology
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Abdusselam, Mustafa Serkan; Kilis, Selcan; Sahin Çakir, Çigdem; Abdusselam, Zennure – Science Activities: Classroom Projects and Curriculum Ideas, 2018
As a fundamental strategy for all science curriculum, inquiry is of prime importance. In order to facilitate inquiry during science education in middle school, 5E learning model was applied in this study. Following 5E learning model during a lesson, students can engage in a topic after being served to mitigate cognitive disequilibrium or familiar…
Descriptors: Science Education, Secondary School Science, Middle School Students, Learning Processes
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