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Kun-Hung Cheng – Educational Technology Research and Development, 2024
This study aimed to establish a fully 3D modeled immersive virtual reality (IVR) system for primary school students learning about plants and evaluate teachers' perceptions of the usage of the system and pupils' flow experiences and learning attitudes. There were 5 teachers with expertise in science and IVR experience who were first interviewed to…
Descriptors: Computer Simulation, Plants (Botany), Teacher Attitudes, Student Attitudes
Merve Aydin; Ünal Çakiroglu – Journal of Computer Assisted Learning, 2025
Background: Students experience higher-order thinking skills by finding ways to solve the problem, debugging errors while applying the solution, and testing the solution in programming. However, the inability to create schemas that will characterise programming structures is one of the difficulties during this process. Objectives: This study aimed…
Descriptors: Programming, Computer Science Education, Thinking Skills, Problem Solving
Julie Tomczak – ProQuest LLC, 2023
This action research study aimed to find ways to adjust my practice by incorporating inquiry-based, science activities and virtual simulations to improve student conceptual understanding of physical and chemical changes. A multi-lesson, curricular intervention combining inquiry-based activities and virtual simulations was developed using…
Descriptors: Computer Simulation, Grade 5, Science Instruction, Active Learning
Azita, Manouchehri; Ayse, Ozturk; Azin, Sanjari – Mathematics Teacher: Learning and Teaching PK-12, 2020
In this article we illustrate how one teacher used PhET cannonball simulation as an instructional tool to improve students' algebraic reasoning in a fifth grade classroom. Three instructional phases effective to implementation of simulation included: Free play, Structured inquiry and, Synthesizing ideas.
Descriptors: Algebra, Logical Thinking, Grade 5, Elementary School Mathematics
Investigating Primary School Students' Epistemic Beliefs in Augmented Reality-Based Inquiry Learning
Yun Wen; Chun Lai; Sujin He; Yiyu Cai; Chee Kit Looi; Longkai Wu – Interactive Learning Environments, 2024
The impact of Augmented Reality (AR)-based science learning on cognitive development has been established, but the effect of AR on the improvement of students' academic performance remains inconclusive. Additionally, while epistemic beliefs as a significant determinant on student learning outcomes is well-documented, there is little research in…
Descriptors: Elementary School Students, Epistemology, Beliefs, Student Attitudes
Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Haas, Alison; Grapin, Scott; Simon, Katie; Llosa, Lorena; Lee, Okhee – Science and Children, 2021
As computational models are becoming more widely used with the release of "A Framework for K-12 Science Education" (NRC 2012) and the "Next Generation Science Standards" ("NGSS"; NGSS Lead States 2013), these models are reshaping the way science is practiced in increasingly diverse classrooms. For students classified…
Descriptors: Science Instruction, English Language Learners, Teaching Methods, Grade 5
Porat, Erez; Shamir-Inbal, Tamar; Blau, Ina – Journal of Computer Assisted Learning, 2023
Introduction: Virtual worlds (VWs) are immersive three-dimensional environments, accessible simultaneously to multiple users, and described as shared, simulated spaces, whose inhabitants represented as avatars. VWs enable freedom of expression. Using VWs in educational contexts requires a shift from teacher-centered instruction to facilitation of…
Descriptors: Teaching Methods, Computer Simulation, Elementary Secondary Education, Student Attitudes
Teena L. Martin – ProQuest LLC, 2024
This study investigated the understudied area of virtual reality (VR) creation among elementary-aged youth, exploring their engagement in VR creation and the ways in which educators can facilitate this creative process. Using an embedded case study, the researcher examined how the youth visualize writing using the VR creation tool, CoSpaces. To…
Descriptors: Computer Simulation, Elementary School Students, Grade 3, Grade 4
Baran, Bahar; Yecan, Esra; Kaptan, Burak; Pasayigit, Ozan – Education and Information Technologies, 2020
Augmented reality technology has recently become one of the primary technologies for science education. Although augmented reality is attractive, a need exists for good content, implementation, and evaluations, as in every technology integration process. To this end, this study aims to develop and evaluate an augmented reality application to teach…
Descriptors: Grade 5, Elementary School Students, Teaching Methods, Computer Simulation
Reis, Rosa Maria – International Association for Development of the Information Society, 2019
Web2.0 platforms are allowed to implement worlds completely virtual through technological devices, where the user has the ability to be anywhere anytime and can do almost anything you can imagine. These worlds allow to rediscover the senses through the use of technology. The virtual space can be used to bring students and teachers to this space…
Descriptors: Cooperative Learning, Educational Technology, Mathematics Instruction, Grade 5
Yeh, Yi-Lien; Lan, Yu-Ju – Educational Technology Research and Development, 2018
The importance of learner autonomy has been researched for at least two decades. However, it has been critiqued that most research mainly focused on theoretical explanations and was based on anecdotal evidence (Dalgarno and Lee in "Br J Educ Technol "41(1):10-32, 2010; Hew and Brush in "Educ Technol Res Dev" 55(3):223-252,…
Descriptors: Personal Autonomy, Technological Advancement, Case Studies, Quasiexperimental Design
Tsai, Cheng-Chang – International Journal of Instruction, 2020
The main purpose of this study was to examine the differences in students' English vocabulary learning performance as well as the instructional materials motivation, comparing the traditional lecturing method and the Augmented Reality method. This study adopted an unequal pre-test and post-test experimental design. Overall, there were a total of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, English (Second Language)
Weng, Cathy; Rathinasabapathi, Abirami; Weng, Apollo; Zagita, Cindy – Journal of Educational Computing Research, 2019
This study aimed to explore whether the integration of virtual reality and augmented reality used in a specially designed science book could improve the students' science concept learning outcomes. A true experimental research design was conducted to check the effectiveness of the specially designed book in terms of learners' achievement. The…
Descriptors: Science Instruction, Computer Simulation, Simulated Environment, Textbooks
Johnson, Aaron; Hicks, David; Ogle, Todd; Bowman, Doug; Cline, David; Ragan, Eric – Social Education, 2017
In 2014, Virginia's Montgomery County school division adopted a place-based social studies curriculum titled "My Place in Time and Space" for fifth grade students. The curriculum promotes an awareness of the impact of place on local knowledge and disciplinary understandings in southwest Virginia, while also connecting local history to…
Descriptors: Place Based Education, Elementary Education, Grade 5, Computer Simulation