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Showing 1 to 15 of 58 results Save | Export
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Weijia Wan – Interactive Learning Environments, 2024
The paper investigates the level of development of a creative mindset in the training of music education professionals. The research is based on the experimental method which examines the level of creativity of students before and upon completion of the developed training program focusing on development of the creative thinking using cutting-edge…
Descriptors: Creative Thinking, Skill Development, Music Education, College Freshmen
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Miller, Robert A.; Stenmark, Cheryl K.; van Ittersum, Kyle – Journal of Computer Assisted Learning, 2020
Dual display desktop computers are becoming more prevalent in the home, workplace, and schools, yet there has been little research into how learning and productivity are impacted by having a second display. One useful method in exploring this question is to measure cognitive load during an intensive learning event. This study compared perceived…
Descriptors: Computers, Computer Peripherals, Visual Aids, Computer System Design
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Li Jin; Dawei Shang – Interactive Learning Environments, 2024
Massive open online courses (MOOC) have become important in the learning process and have been adopted in higher education, especially during the COVID-19 pandemic. However, few studies investigated MOOC continuance intention (CI) for arts disciplines. Thus, an integrated framework was proposed based on the expectation-confirmation model (ECM) and…
Descriptors: Art Education, MOOCs, Computer System Design, Continuing Education
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Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
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Vásquez-Carbonell, Mauricio – Digital Education Review, 2022
Augmented Reality (AR) is a technology that has benefited from the massification of computational devices, putting it in the focus of researchers as a novel teaching aid in engineering. For this very reason, a great amount of information about AR in engineering education is emerging constantly. To synthesize the information, a Systematic…
Descriptors: Computer Software, Computer Simulation, Artificial Intelligence, Engineering Education
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Gemiya, Addisalem Genta – International Journal of Information and Communication Technology Education, 2020
ICT is used to enhance the overall activities of individuals, administrative processes of businesses and various governmental and non-governmental organizations. Despite its advantage in all aspects of development, it has drawn low attention in expanding the services in general and utilizing the technology in particular. Therefore, this study was…
Descriptors: Foreign Countries, Information Technology, Technology Integration, Public Agencies
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Adam Carreon; Sean J. Smith; Bruce Frey; Amber Rowland; Maggie Mosher – Journal of Research on Technology in Education, 2024
Virtual reality (VR) has evolved to include non-immersive to fully-immersive experiences for the classroom. This study seeks to understand the potential effects VR may offer, specifically characteristics associated with how a student experiences a VR intervention and the effects of using a VR device for learning. A group experimental design was…
Descriptors: Computer Simulation, Simulation, Comparative Analysis, Interpersonal Competence
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Rosenblum, Jason; Hughes, Joan E. – Journal of Ethnographic & Qualitative Research, 2017
Using a phenomenological study of educational games, this article describes how computer-based digital tools were used to simultaneously record computer applications (such as games), voice and sounds, participant facial expressions, and gestures to enliven phenomenological interviews and provide rich, thickly described data. In a study,…
Descriptors: Phenomenology, Educational Games, Recall (Psychology), Protocol Analysis
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Nunn, John – Physics Education, 2016
A cordless mouse with an added reed switch is used as a wireless data logger to record every time the wheel of a trolley completes a revolution. The limitations of the system in terms of maximum clicking rate and spatial resolution are considered and data obtained from the descent of a trolley down a ramp at various different angles is analysed in…
Descriptors: Computer Peripherals, Computers, Computer Uses in Education, Computer Interfaces
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Orhan Goksun, Derya; Filiz, Ozan; Kurt, Adile Askim – Turkish Online Journal of Distance Education, 2018
The aim of this study is to reveal Computer Education and Instructional Technologies student teachers', who are in a distance teacher education program, perceptions on past, present and educational technologies of future via infographics. In this study, 54 infographics, which were created by student teachers who were enrolled in Special Teaching…
Descriptors: Preservice Teachers, Student Attitudes, Distance Education, Teacher Education Programs
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Lee, Hyeon Woo – Asia-Pacific Education Researcher, 2015
This study aims to examine the effects of a touchscreen device (iPad in this study) on students' learning compared to a desktop PC in terms of tactile vision. The participants were 56 undergraduate students: 24 studied using a desktop PC (mouse-based interaction) and the others studied using a touchscreen device (touch-based interaction) about the…
Descriptors: Manipulative Materials, Academic Achievement, Comparative Analysis, Handheld Devices
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Wernholm, Marina; Vigmo, Sylvi – International Journal of Research & Method in Education, 2015
The aim of this article is to address how online tools and digital technologies can influence data collection opportunities. We are still at the early stages of piecing together a more holistic picture of the role of digital media in young people's everyday lives, especially regarding digital gaming among younger children. Digital technologies…
Descriptors: Foreign Countries, Computer Games, Data Collection, Cooperation
Baltaci Göktalay, Sehnaz; Alabay, Sercan; Bozkurt, Idris Uraz; Asik, Serhat – Online Submission, 2015
This paper aims to investigate the potential of printed computer advertisements (between 1970 and 1990) in the development of communicative and written competence in English language along with teaching computer technologies. The research was conducted with 179 printed computer advertisements and the data was taken by the help of Abbyy Finereader…
Descriptors: Advertising, Computers, Communicative Competence (Languages), Writing Skills
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McKenney, Susan; Voogt, Joke – Australasian Journal of Educational Technology, 2017
Technology applications can make important contributions to improving learning outcomes in the domain of early literacy. However, to fully exploit the potential of educational technologies, teachers must have specific knowledge and skills. This study aimed to articulate the technological pedagogical content knowledge teachers need to make…
Descriptors: Expertise, Technological Literacy, Pedagogical Content Knowledge, Emergent Literacy
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Chou, Jyh Rong – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The touch mouse is a new type of computer mouse that provides users with a new way of touch-based environment to interact with computers. For more than a decade, user experience (UX) has grown into a core concept of human-computer interaction (HCI), describing a user's perceptions and responses that result from the use of a product in a particular…
Descriptors: Computer Peripherals, Computer Uses in Education, Handheld Devices, Educational Technology
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