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Lim, Cheolil; Ryu, Jeeheon; Martindale, Trey; Kim, Nari; Park, Sanghoon – TechTrends: Linking Research and Practice to Improve Learning, 2019
This report synthesized a one-hour panel discussion at the Association for Educational Communications and Technology (AECT) International Convention 2018 in Kansas City, Missouri, sponsored by the Korean Society for Educational Technology (KSET). The theme of the panel discussion was "New Technology, Design, and Research Approaches for…
Descriptors: Educational Technology, Conferences (Gatherings), Teaching Methods, Instructional Design
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Dominguez, Eva – Childhood Education, 2019
A 2018 study conducted by the independent, non-profit organization The Commission on Fake News and The Teaching of Critical Literacy Skills reported that only 2% of children have the literacy skills they need to determine if a news story is real or fake. Over 50% of the teachers in the study believe that current curriculum does not equip children…
Descriptors: Media Literacy, Story Telling, Teaching Methods, Critical Literacy
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Rosmansyah, Yusep; Achiruzaman, Mohamad; Hardi, Ariq Bani – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This research proposed a 3D multiuser virtual learning environment (3DMUVLE) educational game design framework by combining ATMSG, ADDIE, E-Simulation, and 3D Open Simulator Technology Architecture. This paper focused on a case study of online training for food crops productivity data surveys. Background: The conventional online…
Descriptors: Virtual Classrooms, Educational Games, Computer Simulation, Data Collection
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Poy, Raquel; García, Marcos – Education for Information, 2019
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones.…
Descriptors: High School Students, Game Based Learning, Video Games, Role Playing
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Zipp, Sarah A.; Craig, Scotty D. – Educational Technology Research and Development, 2019
Biases influence the decisions people make in everyday life, even if they are unaware of it. The current study investigates the extent bias behavior transfers into social interactions in virtual worlds by investigating the effect of aversive racism on helping behaviors and learning within a virtual world for medical triage training. In a 2 × 2 × 2…
Descriptors: Behavior, Interaction, Interpersonal Relationship, Computer Mediated Communication
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Damio, Siti Maftuhah; Ibrahim, Qistina – Asian Journal of University Education, 2019
Virtual Reality (VR) application in the field of education has been an ongoing endeavour. It is believed that VR provides an opportunity for students to learn in a real situation through the exposure of artificially created reality and the use of visual which improves the learning by enhancing study focus (Piovesan, Passerion and Pereira, 2012).…
Descriptors: Computer Simulation, Public Speaking, Anxiety, Graduate Students
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Daaif, Jabran; Zerraf, Soufiane; Tridane, Malika; Benmokhtar, Said; Belaaouad, Said – Cogent Education, 2019
Technological innovation in science provides complementary tools for exploring new teaching strategies within a pedagogical framework that promotes interaction between the teacher and the learner. This work is based on the implementation of a computer application modeling crystallographic material structures, in order to identify and study the…
Descriptors: Chemistry, Science Instruction, Science Experiments, Computer Uses in Education
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Makransky, Guido; Wismer, Philip; Mayer, Richard E. – Journal of Computer Assisted Learning, 2019
The main objective of this study is to determine whether boys and girls learn better when the characteristics of the pedagogical agent are matched to the gender of the learner while learning in immersive virtual reality (VR). Sixty-six middle school students (33 females) were randomly assigned to learn about laboratory safety with one of two…
Descriptors: Educational Technology, Technology Uses in Education, Gender Differences, Computer Simulation
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Xie, Ying; Ryder, Lanhui; Chen, Yan – TechTrends: Linking Research and Practice to Improve Learning, 2019
This case study explored college students' use of interactive virtual reality tools (Google Cardboard and Expeditions) for learning Chinese as a foreign language. Specifically, the purpose of the study was to probe into students' perceived benefits and challenges of using VR tools for Chinese language and culture learning. Twelve students were…
Descriptors: College Students, Chinese, Second Language Learning, Computer Simulation
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Thacker, Ian; Sinatra, Gale M. – Education Sciences, 2019
The purpose of this design based research study was to better understand and build from students' perceptual experiences of visual representations of the greenhouse effect. Twenty undergraduate students were interviewed as they engaged with an online visualization for the learning of the greenhouse effect. We found that, even though all students…
Descriptors: Visualization, Climate, Computer Simulation, Environmental Education
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Ponners, Pamela Jones; Piller, Yulia – TechTrends: Linking Research and Practice to Improve Learning, 2019
Research shows that well before children can verbalize their thoughts, they often create internal visual models of what scientists are and what they do (Farland-Smith 2012). Therefore, discovering, understanding and recording a student's own stereotypical perceptions are crucial to science instructors, as it is believed that perceptions may affect…
Descriptors: Educational Technology, Technology Uses in Education, Science Instruction, Cognitive Structures
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Roman, Tiffany A.; Racek, Jon – TechTrends: Linking Research and Practice to Improve Learning, 2019
Three-dimensional (3-D) virtual environments have key affordances that can improve learning, particularly when context, culture, and pedagogical aims are aligned to a given learning situation. One challenge in detailing effective uses of 3-D virtual environments in teaching and learning contexts is that the design judgments involved are not always…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Geometric Concepts
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Scagnoli, Norma I.; Choo, Jinhee; Tian, Jing – British Journal of Educational Technology, 2019
Video lectures (VL), considered an effective means for delivering course content and infusing teaching presence in the virtual environment, have become very popular in education. The purpose of this study was to investigate online student experiences with VL focusing on their opinion of usefulness of VL, their satisfaction with them and their…
Descriptors: Student Attitudes, Video Technology, Teaching Methods, Computer Simulation
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Henritius, Eija; Löfström, Erika; Hannula, Markku S. – British Journal of Educational Technology, 2019
This paper presents a systematic review of university students' emotions in connection with virtual learning based on 91 articles published between 2002 and 2017 in four international journals that focus on virtual learning and educational technology or on learning in higher education. These journals were considered potential channels for research…
Descriptors: Emotional Response, Educational Technology, Computer Simulation, Student Attitudes
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Shields, George C. – Scholarship and Practice of Undergraduate Research, 2019
The author discusses the history of the Molecular Education and Research Consortium in Undergraduate Computational Chemistry (MERCURY), which has made significant contributions benefiting science faculty and undergraduates. The peer review publication rate of 1.7 for MERCURY faculty is 3.4 times the average rate for physical science faculty at…
Descriptors: Undergraduate Students, Student Research, Inclusion, Chemistry
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