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Fegely, Alex G.; Hagan, Heather N.; Warriner, George H., III – E-Learning and Digital Media, 2020
This article presents the Blended Learning Virtual Reality Inquiry Framework, an original framework for creating virtual reality inquiry-based lessons for the modern technology-driven classroom. The framework shared in this article invokes research on blended learning , experiential learning, and inquiry-based learning to structure a virtual…
Descriptors: Blended Learning, Inquiry, Active Learning, Computer Simulation
Ping, Lei; Liu, Katrina – Texas Education Review, 2020
Augmented reality (AR) has gained popularity in K-12 education in the past decades; researchers and educators generally agree that AR is a useful pedagogical tool in teaching because it is grounded on efficient teaching and learning models such as constructivist learning, situated learning, and inquiry-based learning. Research on AR in the K-12…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Elementary Secondary Education
Sezgin, Sezan – Turkish Online Journal of Distance Education, 2020
This systematic review investigates two foci: identifying the ongoing status of smart personal digital assistants in educational contexts and the possible relationship between smart personal digital assistants and gamification elements. This relationship is expressed in almost two new figurative terms, namely, robo-sapiens and robo-ludens and the…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
Parong, Jocelyn; Mayer, Richard E. – Applied Cognitive Psychology, 2020
Summary The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, "Cerevrum," on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing…
Descriptors: Cognitive Processes, Cognitive Development, Educational Games, Training
Lee, I.-Jui – Interactive Learning Environments, 2020
Furniture carpentry uses spatial structure and geometry, e.g. mortise-tenon joints, which require cognitive judgments of hidden views and spatial understanding. For the furniture carpentry novice, the idea of spatial geometry in the mortise-tenon joint is difficult to understand because furniture carpentry drawings are usually two-dimensional…
Descriptors: Computer Simulation, Visualization, Freehand Drawing, Furniture
Prvan, Marina; Ožegovic, Julije – ACM Transactions on Computing Education, 2020
This article provides a survey of methods and paradigms for teaching Computer Networks (CN). Since the theoretical concepts are rather abstract in this subject, and students often find them too technical and difficult to understand, many authors attempt to answer the question on how to improve students' motivation and interest for the complex…
Descriptors: Teaching Methods, Computer Networks, Computer Science Education, Educational Research
Effects of Augmented Reality Applications on Academic Success and Course Attitudes in Social Studies
Azi, Fatma Büsra; Gündüz, Semseddin – Shanlax International Journal of Education, 2020
The overall purpose of this study is to determine the effect of augmented reality applications on students' success in social studies course and their attitudes towards social studies courses. In this research, quantitative and qualitative methods were used. In the quantitative method, there is a pre-test, post-test control group as a…
Descriptors: Computer Simulation, Instructional Effectiveness, Academic Achievement, Social Studies
Peterson, Celeste N.; Tavana, Sara Z.; Akinleye, Olukemi P.; Johnson, Walter H.; Berkmen, Melanie B. – Biochemistry and Molecular Biology Education, 2020
Biology and biochemistry students must learn to visualize and comprehend the complex three-dimensional (3D) structures of macromolecules such as proteins or DNA. However, most tools available for teaching biomolecular structures typically operate in two dimensions. Here, we present protocols and pedagogical approaches for using immersive augmented…
Descriptors: Teaching Methods, Molecular Structure, Computer Software, Biochemistry
Henssen, Dylan J. H. A.; van den Heuvel, Loes; De Jong, Guido; Vorstenbosch, Marc A. T. M.; van Cappellen van Walsum, Anne-Marie; Van den Hurk, Marianne M.; Kooloos, Jan G. M.; Bartels, Ronald H. M. A. – Anatomical Sciences Education, 2020
Neuroanatomy education is a challenging field which could benefit from modern innovations, such as augmented reality (AR) applications. This study investigates the differences on test scores, cognitive load, and motivation after neuroanatomy learning using AR applications or using cross-sections of the brain. Prior to two practical assignments, a…
Descriptors: Anatomy, Neurology, Brain, Computer Uses in Education
Hsu, Hui-Ching Kayla – Journal of Educational Technology Systems, 2020
The rise of online courses has created an ongoing demand for instructional designers in higher education. Collaboration between faculty and instructional designers in developing online engineering courses has therefore increased. Potential challenges during the collaboration can be addressed when faculty and instructional designers have a mutual…
Descriptors: Online Courses, Instructional Design, Engineering Education, College Faculty
Albert, Daniel R. – Journal of Chemical Education, 2020
Monte Carlo simulations for uncertainty propagation take as inputs the uncertainty distribution for each variable and an equation for the calculation of a desired quantity. The desired quantity is then calculated by randomly drawing from the specified uncertainty distributions of the input variables. This calculation is then repeated many times…
Descriptors: Monte Carlo Methods, Science Instruction, Measurement, Undergraduate Students
Shernoff, Elisa S.; Von Schalscha, Katherine; Gabbard, Joseph L.; Delmarre, Alban; Frazier, Stacy L.; Buche, Cédric; Lisetti, Christine – Educational Technology Research and Development, 2020
Simulation offers unique affordances over traditional training (e.g., remote access, mastery learning experiences, immediate feedback) relevant to teacher training in behavior management. This study describes a user-based evaluation of Interactive Virtual Training for Teachers (IVT-T). The study involved observing representative users (seven…
Descriptors: Usability, Instructional Design, Computer Simulation, Teacher Education
Antwi, Victor; Addo-Wuver, Fortune; Sakyi-Hagan, Nelly – Science Education International, 2020
Newton's third law of motion is probably one of the easiest and simplest laws in physics for students to recite. However, when they are given questions where they must apply the understanding of the law to solve a problem, it often becomes a challenge. They seem to forget about the fact that action and reaction are opposite and equal. In this…
Descriptors: Motion, Physics, Concept Formation, Misconceptions
Sezer, Baris; Teker, Gulsen Tasdelen; Sezer, Tufan Asli; Elcin, Melih – Australasian Journal of Educational Technology, 2020
A review of literature reveals serious problems in the validity and reliability of the measurement tools used in simulation technology acceptance studies conducted in the context of various technology acceptance models. To address this gap in literature, this study proposes a measurement tool that will allow a valid and reliable measurement of…
Descriptors: Literature Reviews, Test Validity, Test Reliability, Measures (Individuals)
Schaffernak, Harald; Moesl, Birgit; Vorraber, Wolfgang; Koglbauer, Ioana Victoria – Education Sciences, 2020
The goal of carrying out this work was to identify potential application areas for augmented reality (AR) in pilot education by addressing gender preferences. Like the field of engineering, the aviation industry is dominated by men. Because the aviation industry forecasts a high demand for pilots, it is highly desirable to address gender diversity…
Descriptors: Simulated Environment, Physical Environment, Synthesis, Computer Simulation