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Showing 481 to 495 of 1,021 results Save | Export
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Patricia Arnold; Swapna Kumar – International Journal of Designs for Learning, 2021
"Social Europe Days" is a collaborative four-day international seminar held yearly near Brussels, Belgium, by a network of ten European universities from eight different countries. Due to the COVID-19 pandemic, the seminar had to be offered virtually and redesigned. The final design included synchronous and asynchronous activities,…
Descriptors: Computer Simulation, International Cooperation, Seminars, Networks
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Jaclyn J. Gish-Lieberman; Amanda J. Rockinson-Szapkiw; Andrew A. Tawfik; Theresa M. Theiling – International Journal of Designs for Learning, 2021
This design case describes the tensions and resolutions related to the iterative design of a virtual STEM peer mentoring program for White and Black, Indigenous, and People of Color (BIPOC) women in STEM study programs at Historically Black Colleges and Universities (HBCUs) and at Minority Serving Institutions (MSIs). Stakeholder feedback, along…
Descriptors: STEM Education, Peer Teaching, Mentors, White Students
Alahmari, Ayshah Abdullah – ProQuest LLC, 2019
The appropriate implementation of collaborative technology tools in online courses leads to a culture of social learning where technology empowers students to take central roles in their learning. Yet, critical questions still exist about how faculty design, develop, implement collaborative eLearning activities using technology tools that support…
Descriptors: Cooperative Learning, Learning Activities, Online Courses, Technology Integration
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Tepe, Tansel; Kaleci, Devkan; Tuzun, Hakan – World Journal on Educational Technology: Current Issues, 2018
In this study, a virtual reality (VR) fire drill application was developed with head-mounted display VR technology for university students. The aim of the study is to evaluate the integration process of this VR application into authentic learning environments in terms of student opinions. Case study methodology was used in the study. The results…
Descriptors: Computer Simulation, College Students, Fire Protection, Drills (Practice)
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Miller, Travis A.; Carver, Jeffrey S.; Roy, Abhik – Journal of College Science Teaching, 2018
This article outlines a study that compared an online virtual laboratory with a face-to-face laboratory. The main objective of the study was to evaluate the effectiveness of a virtual method of instruction for a general studies, physical science laboratory course. Using a pretest-posttest only design with nonequivalent control groups, differences…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
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Dayag, Joseph Decena – Teaching English with Technology, 2018
Virtual Learning Environment (VLE) is a fad in the 21st century academic landscape. A number of studies found out that students perceive VLEs positively and that VLEs facilitate learning English as a Foreign Language (EFL) and provide an avenue for educators to extend a helping hand to their EFL students. Sustaining VLEs is not an easy task as it…
Descriptors: Computer Simulation, English (Second Language), Second Language Learning, Second Language Instruction
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Parong, Jocelyn; Mayer, Richard E. – Journal of Educational Psychology, 2018
The goals of the study were (a) to compare the instructional effectiveness of immersive virtual reality (VR) versus a desktop slideshow as media for teaching scientific knowledge, and (b) to examine the efficacy of adding a generative learning strategy to a VR lesson. In Experiment 1, college students viewed a biology lesson about how the human…
Descriptors: Science Instruction, Simulated Environment, Computer Simulation, Educational Technology
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Lee, Sangmin-Michelle; Park, Moonyoung – Computer Assisted Language Learning, 2020
In many English as a foreign language (EFL) contexts, learning is often limited to decontextualized classroom learning, and students suffer from lack of interaction and authentic opportunities for language learning. One of the recent emerging technologies, context-aware augmented reality (AR) technology can mitigate this problem for EFL…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Computer Software
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Kaya, Omer Sami; Bicen, Huseyin – International Journal of Distance Education Technologies, 2019
Augmented reality (AR) applications can be used in almost all education and training environments. In this study, it reveals the relationship between perceived usefulness, utility and attitudes regarding the use of AR applications in educational environments as well as the relationship between attitude levels and academic achievements. It also…
Descriptors: Computer Simulation, Technology Uses in Education, Academic Achievement, Usability
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McGowan, Veronica F. – Journal of Educators Online, 2018
Online learning orientation may be particularly important in a virtual setting where students are unfamiliar with the learning platform, unsure if their available computer hardware and software will meet requirements, and hesitant that they have the learning orientation to progress. Given that virtual students are at risk for receiving less…
Descriptors: Online Courses, Web Based Instruction, Computer Simulation, Orientation
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Euphrasio, P. C. S.; Faria, L. A.; Germano, J. S. E.; Hirata, Daisy – IEEE Transactions on Education, 2020
This article describes the implementation of a remote access experiment, called Web-lab 1553B (Digital Data Bus Lab), for courses in the Avionics Systems Program. Its main objective is to present a study about the use of two rotation model subgroups: 1) rotation laboratory and 2) station rotation. In the "rotation laboratory" subgroup,…
Descriptors: Computer Simulation, Educational Technology, Electronic Learning, Teaching Methods
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Sydorenko, Tetyana; Jones, Zachary W.; Daurio, Phoebe; Thorne, Steven L. – Language Learning & Technology, 2020
Usage-based linguistics posits that communicative functions, including pragmatics, are at the core of language (Tomasello, 1992). It is surprising, then, that pragmatics is rarely systematically included in second language curricula (e.g., Bardovi-Harlig, 2017), especially since pragmatics instruction has been shown to significantly contribute to…
Descriptors: Teaching Methods, Pragmatics, Independent Study, Language Usage
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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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Snow, William H.; Coker, J. Kelly – Professional Counselor, 2020
Distance education has become a mainstay in higher education, in general, and in counselor education, specifically. Although the concept sometimes still feels new, universities have been engaged in some form of distance learning for over 20 years. In the field of distance counselor education, it is imperative to understand where we have been,…
Descriptors: Distance Education, Counselor Training, Best Practices, Teaching Methods
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Herzig, Monika – Journal of the Scholarship of Teaching and Learning, 2019
This study documents the development of a classroom game simulating the effects of contractual arrangements on the economic relationships between artists, record labels, and consumers. The game was tested with multiple revisions in classroom settings over a period of three years by using surveys, interviews, session videos, and teacher…
Descriptors: Computer Simulation, Computer Games, Musicians, Music
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