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Yaniawati, Poppy; Sudirman; Mellawaty; Indrawan, Rully; Mubarika, Melinda Putri – Journal of Technology and Science Education, 2023
The COVID-19 pandemic in Indonesia requires teachers and students to perform learning activities online. Meanwhile, teachers use a variety of technology products in the classroom without paying attention to the didactic, pedagogical, and content aspects. This is due to time constraints and short learning adjustments that should be flexible to this…
Descriptors: Foreign Countries, COVID-19, Pandemics, Online Courses
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Leonard, Alison E.; Daily, Shaundra B.; Jörg, Sophie; Babu, Sabarish V. – Journal of Research on Technology in Education, 2021
Over the past 7 years, we pioneered the development of a program blending dance choreography, computer programming, and a virtual environment to teach computational thinking, broadening pathways for more diverse students. We investigated the ways in which upper elementary and middle school students creating dance performances for virtual…
Descriptors: Dance, Programming, Computation, Computer Simulation
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Sontay, Gokhan; Karamustafaoglu, Orhan – European Journal of Educational Sciences, 2021
As a result of recent technological developments, many mobile applications used in the educational environments have emerged. One of these applications is the augmented reality technology used in smartphones and tablets. Many augmented reality applications are now prepared with 4Dtechnology and are employed to transform virtual environments into…
Descriptors: Student Attitudes, Computer Simulation, Technology Uses in Education, Science Instruction
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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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Özyalçin, Büsra; Avci, Filiz – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2022
The present study aimed to develop, introduce, and conduct an activity for the integration of augmented reality to the jigsaw IV technique in a planned and systematic manner. The activity developed for secondary school students is related to the "Pure Substances" subject which it is included in the "Particulate structure of…
Descriptors: Computer Simulation, Cooperative Learning, Secondary School Students, Secondary School Science
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Mulders, Miriam – International Association for Development of the Information Society, 2022
Theoretical background: Learning in virtual realities (VR) has become increasingly important. In this context, VR appears to be particularly conducive to affective learning objectives, such as perspective-taking in VR actors. Previous research has often focused on investigating cause-effect relationships that focus on the direct effects of…
Descriptors: Computer Simulation, Grade 8, Grade 9, Visual Aids
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Mathayas, Nitasha; Brown, David E.; Lindgren, Robb – Journal of Research in Science Teaching, 2021
Constructing causal mechanistic explanations of observable phenomena is a key science practice that is often challenging for students as most mechanisms involve interactions of unobservable entities and activities. In this study, we examined how gesturing with a computer simulation that depicts the molecular mechanism of thermal conduction…
Descriptors: Computer Simulation, Nonverbal Communication, Middle School Students, Cues
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Walkington, Candace; Gravell, Jamie; Huang, Wen – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2021
Extended reality experiences for mathematics teachers can allow them to understand both pedagogy and the mathematics itself in new ways. In this study, the authors explored a virtual reality simulation for learning about geometric shapes, where teachers could engage in joint, shared manipulation of holograms in three dimensions. The authors…
Descriptors: Computer Simulation, Distance Education, Mathematics Teachers, Geometry
Walkington, Candace; Gravell, Jamie; Huang, Wen – Grantee Submission, 2021
Extended Reality (XR) experiences for mathematics teachers can allow them to understand both pedagogy and the mathematics itself in new ways. In this study, we explore a virtual reality (VR) simulation for learning about geometric shapes where teachers could engage in joint, shared manipulation of holograms in three dimensions. We examine what…
Descriptors: Computer Simulation, Distance Education, Mathematics Teachers, Geometry
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Maria Efstratopoulou; Maxwell Peprah Opoku; Aizhan Shomotova; Christina Davison; Abdulrafi Jaffarul; Aalya Mesmar – Smart Learning Environments, 2024
A smart learning environment (SLE) encompasses the use of advanced technology and smart pedagogical teaching skills tailored to suit students with diverse learning needs. In recent years, some countries, such as the United Arab Emirates (UAE), have formulated policies to implement SLE in their education systems. Since students are the intended…
Descriptors: Foreign Countries, Secondary School Students, Grade 7, Grade 12
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Caroline P. Barnett; J. Loizzo; J. C. Bunch; S. Baker; M. P. Anderson – Journal of Environmental Education, 2024
The term "charismatic" refers to visually or empathetically appealing animals. They act as flagship species to garner interest and participation. This study explored the impact of charismatic animals featured in three virtual reality (VR) tours of an estuary system on youths' learning, connectedness to water (CTW), and tour perceptions.…
Descriptors: Animals, Environmental Education, Knowledge Level, Water
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Pujiastuti, Heni; Haryadi, Rudi – Journal of Education and e-Learning Research, 2023
Mathematical literacy is important for students to formulate, use and interpret mathematics in various contexts. The aim of this research is to determine the effectiveness of Guided Inquiry Learning-Augmented Reality (GILAR) on mathematical literacy ability. This research method used a quasi-experimental pretest and posttest design with a…
Descriptors: Mathematics Skills, Inquiry, Teaching Methods, Physical Environment
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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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Ching-Huei Chen; Wen-Pi Chan; Kun Huang; Chin-Wen Liao – Research in Science & Technological Education, 2023
Background: Museums have been paying an increasing attention to the design of experiences conducive to informal learning. While spontaneous inquiries in museums often pique visitors' intrinsic motivation to learn, certain structures or scaffolds are needed to facilitate sense making in museum learning. Two promising approaches are identified:…
Descriptors: Informal Education, Metacognition, Scaffolding (Teaching Technique), Computer Simulation
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Shim, Hyoyoung; Lee, Hyangeun – Education and Information Technologies, 2022
Virtual reality (VR) technology is playing a crucial role in the changing paradigm of education. In many cases, however, VR technology is not being taught because of the lack of relevant educational content at middle and high school levels. This study investigates the effect of design education using VR-based coding on students' competence and…
Descriptors: Design, Computer Simulation, Coding, Competence
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