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Showing 1 to 15 of 29 results Save | Export
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Amarpreet Gill; Derek Irwin; Linjing Sun; Dave Towey; Gege Zhang; Yanhui Zhang – IEEE Transactions on Learning Technologies, 2025
The rapid changes in technology available for teaching and learning have led to a wide variety of potential tools that can be deployed to support a student's education experience. This article examines the learning interfaces for pedagogical virtual reality (VR) environments, including immersive VR (iVR). It also looks at how microlearning (ML)…
Descriptors: Computer Simulation, Learning Activities, Electronic Learning, Learning Modules
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Cara C. Putman – Journal of Legal Studies Education, 2025
Business law can be a daunting course for today's college students, as they confront what feels like a new language in each content area. This article introduces a semester-long activity that provides faculty with a tool to integrate real-world activities into the business law curriculum to help students connect theory with real-world application.…
Descriptors: Business Education, Law Related Education, College Students, Relevance (Education)
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Tugba Uygun; Ali Sendur; Beyza Top; Kadriye Cosgun-Basegmez – Education and Information Technologies, 2025
Although augmented reality has become one of the most commonly used materials that support learning, especially in learning geometric concepts, it is avoided to be used in the lessons due to its complex structure. At that point, artificial intelligence working as a personal assistant in many fields can help us learn to produce our own model with…
Descriptors: Preservice Teachers, Mathematics Skills, Geometry, Artificial Intelligence
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Madison Lee Mason; Caleb Vatral; Clayton Cohn; Eduardo Davalos; Mary Ann Jessee; Gautam Biswas; Daniel T. Levin – Cognitive Research: Principles and Implications, 2025
Although the "eye-mind link" hypothesis posits that eye movements provide a direct window into cognitive processing, linking eye movements to specific cognitions in real-world settings remains challenging. This challenge may arise because gaze metrics such as fixation duration, pupil size, and saccade amplitude are often aggregated…
Descriptors: Eye Movements, Nursing Students, Student Experience, Nursing Education
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Cynthia Y. Delgado; Richard E. Mayer – Journal of Educational Computing Research, 2025
This study examined whether answering focused explanative questions during pauses in an immersive virtual reality (IVR) lesson on pipetting procedures could enhance learning. The goal was to take a generative learning activity, known to be effective for declarative knowledge with conventional media, to the context of procedural knowledge with…
Descriptors: Computer Simulation, Computer Uses in Education, Laboratory Procedures, Learning Activities
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Alanna L. Peebles; Godfried A. Asante; Rati Kumar – Communication Teacher, 2025
In our globalized interconnected world, intercultural and interpersonal communication competencies are essential. Virtual reality (VR) narrative-based scenarios offer a unique opportunity to foster these competencies by simulating quality contact with people of different races, religions, and other identities. This activity had students meet and…
Descriptors: Intercultural Communication, Computer Simulation, Personal Narratives, Technology Uses in Education
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Lucas Paulsen; Jacob Davidsen – International Journal of Computer-Supported Collaborative Learning, 2025
The development of immersive virtual reality (IVR) hardware and software has accelerated in recent years. The conceptual vocabulary has, however, not received the same amount of attention, especially in the context of collaborative learning settings. Existing concepts such as immersion, presence and interactivity focus predominantly on the…
Descriptors: Cooperative Learning, Computer Simulation, Simulated Environment, Learning Activities
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Jack Denham; Matthew Spokes; Matt Coward-Gibbs; Caitlin Veal – Pedagogy, Culture and Society, 2025
Utilising data from semi-structured interviews (n = 20), this paper explores the educational function of internationally popular, blockbuster videogames, including the ways in which players identify and operationalise these learning experiences. It proposes a framework through which different learning experiences in mainstream, culturally…
Descriptors: College Students, Video Games, Popular Culture, Incidental Learning
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Ruben A. Mendoza; Liyuan Liu – International Journal for Business Education, 2025
This paper shows the effectiveness of an experiential learning activity for teaching core Hadoop concepts to undergraduate business students across all majors (Finance, Marketing, etc.). The complexity of Hadoop, with its distributed computing model and deep technical requirements, presents significant challenges in educational settings. The…
Descriptors: Undergraduate Students, Business Education, Active Learning, Simulation
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Alexis A. Gonzalez; Gabriela Pacheco; Sonia Pino; Cristian Merino – Advances in Physiology Education, 2025
The comprehension of renal physiology is challenging for undergraduate students. Augmented reality (AR) offers a promising tool to improve comprehension of complex mechanisms. This study examines the students' perceptions and the effectiveness of an AR-based learning sequence on pre- and poststudent drawings of renal physiology. Three cohorts in…
Descriptors: Physiology, Human Body, Undergraduate Students, Biomedicine
Emmanuel Dumbuya – Online Submission, 2025
The exponential growth of online learning has catalyzed significant pedagogical innovations and transformed the educational landscape. This paper explores the emerging trends in online learning, including the shift towards blended learning, the rise of personalized learning, and the integration of technology-enhanced pedagogical practices. The…
Descriptors: Educational Trends, Electronic Learning, Educational Innovation, Teaching Methods
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Seokmin Kang; Chun-Hao Chang; Sungyeun Kim – Educational Technology & Society, 2025
Virtual tools are rapidly supplementing physical tools in classrooms. Although extensive research has compared the benefits of using virtual and physical manipulatives, few studies have systematically explored the learning benefits of using a physical and a virtual tool. As the major learning goal in science, technology, engineering, and…
Descriptors: Educational Technology, Technology Uses in Education, Manipulative Materials, STEM Education
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Rachel E. Rolf – Journal of Legal Studies Education, 2025
Experiential learning plays an important role in teaching business law. This paper builds upon prior research regarding the use of experiential learning activities to teach contract law, by adding the use of generative artificial intelligence to a contract simulation activity. As part of a multi-week, in-class simulation, students used generative…
Descriptors: Artificial Intelligence, Technology Uses in Education, Contracts, Business Education
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Tessaly Jen; Corey Brady; Lauren Vogelstein – Journal of Science Education and Technology, 2025
Conceptual, emotional, and political challenges are entangled in environmental issues, yet science education often focuses exclusively on the conceptual dimension. To address this, we developed a design workshop to study how high-school youth could integrate all three in their creations. Specifically, we explored how youth negotiated visions of…
Descriptors: Environmental Education, Sustainability, Experiential Learning, Student Participation
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Avilés-Cruz Carlos; Zúñiga-López Arturo; Benavides-Alvarez Cesar; Ferreyra-Ramírez Andrés; Aguilar-Sánchez Miriam – Discover Education, 2025
Distance learning has become a necessity and a common practice, using electronic devices and the Internet to facilitate online classes and exams. One course in undergraduate electrical engineering is the Digital Signal Processing (DSP) course, which requires exposure to theoretical concepts as well as simulations. In this paper, we propose a…
Descriptors: Engineering, Undergraduate Students, Teacher Improvement, Engineering Education
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