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Showing 346 to 360 of 479 results Save | Export
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Wan, Au Thien; San, Leong Yat; Omar, Mohammad Saiful – International Journal of Computer-Assisted Language Learning and Teaching, 2018
The purpose of this article was to evaluate the effectiveness of using mobile augmented reality (AR) instructional material for Year 10 science students in a secondary school in Brunei Darussalam. Specific learning styles were identified for the control and the experimental groups. A mobile AR application of instructional material was developed…
Descriptors: Science Instruction, Chemistry, Secondary School Students, Secondary School Science
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Wasmuth, Helge – Global Education Review, 2016
This article discusses an alternative learning project that was conducted in an online course at a teacher education program from Fall 2012 to Fall 2015. As part of the course, students had to create avatars, an alter ego, and think and act as their avatars when faced with educational issues. The project strives to overcome challenges that teacher…
Descriptors: Computer Simulation, Teacher Education Programs, Perspective Taking, Online Courses
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Fleischmann, Katja – Canadian Journal of Learning and Technology, 2019
Digital technology is reshaping the way higher education subjects are taught, including design. Various design disciplines use studio teaching as a pedagogy to educate students for professions in art and design. Studio teaching bases a high premium on face-to-face interactions which guide learning through dialogue and feedback on individual work.…
Descriptors: Online Courses, Design, Teaching Methods, Studio Art
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Lee, Seung Hwan; Sergueeva, Ksenia; Catangui, Mathew; Kandaurova, Maria – Journal of Education for Business, 2017
In the past, researchers have explored virtual reality (VR) as an educational tool primarily for training or therapeutic purposes. In this research, the authors examine the potential for using Google Cardboard VR in business classrooms as a content delivery platform. They specifically investigate how VR (viewing a 3-dimensional, 360° video)…
Descriptors: Delivery Systems, Business Administration Education, Database Management Systems, Courseware
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Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Learning Environments, 2018
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
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Liao, Jian; Lu, Xiaofei – Language Learning & Technology, 2018
The importance of authentic communicative practices in foreign language (FL) learning has long been recognized. However, most FL learners lack adequate access to authentic communicative environments in the target language. In this article, we propose the use of telepresence robots as a potential solution to bridge this gap. Telepresence robots can…
Descriptors: Robotics, English (Second Language), Second Language Learning, Second Language Instruction
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Lawrence, Geoff; Ahmed, Farhana – International Journal of Computer-Assisted Language Learning and Teaching, 2018
This article shares pedagogical insights from a qualitative study examining the use of immersive social virtual worlds (SVWs) in language teaching and learning. Recognizing the language learning affordances of immersive virtual environments, this research examines the beliefs and practices of 'Karelia Kondor,' an avatar-learner and teacher of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Teaching Methods
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García, Mercedes Rico; da Silva, Paula Ferreira – Teaching English with Technology, 2018
Living in a global world involves not only mastering languages, but also dealing with different habits and values. It becomes critical with students trained to deal with a multicultural public, such as the group of learners from tourism covered by our research. Our proposal aims to analyze whether the virtual world of Second Life (SL) facilitates…
Descriptors: Hospitality Occupations, Tourism, Undergraduate Students, Foreign Countries
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Krach, S. Kathleen; Hanline, Mary Frances – Journal of Educational & Psychological Consultation, 2018
Individualized consultation is defined as one person (consultant) working with another person (consultee) to benefit a third (client). Learning how to be a consultant is a process with developmental stages ranging from novice to expert. The current study focuses on an integrated skills-based training experience for those in the novice stage. This…
Descriptors: Counselor Training, Counseling Techniques, Skill Development, Novices
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Baglin, James; Reece, John; Baker, Jenalle – Statistics Education Research Journal, 2015
Many recent improvements in pedagogical practice have been enabled by the rapid development of innovative technologies, particularly for teaching quantitative research methods and statistics. This study describes the design, implementation, and evaluation of a series of specialised computer laboratory sessions. The sessions combined the use of an…
Descriptors: Research Methodology, Courses, Computer Uses in Education, Computer Simulation
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Lucas, Terry – E-Learning and Digital Media, 2019
Animation can be used for various purposes such as for procedural and motor skill learning (i.e., dance, sports, and motor rehabilitation). In the context of visual design, this study explores the possible influence of realism (levels of visual detail) in animation at the cognitive stage of motor skill acquisition. Students (N = 64) with low-prior…
Descriptors: Realism, Psychomotor Skills, Difficulty Level, Animation
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Yu, Ka Chun; Sahami, Kamran; Denn, Grant; Sahami, Victoria; Sessions, Larry C. – Journal of Astronomy & Earth Sciences Education, 2016
Digital video fulldome has long been heralded as a revolutionary educational technology; yet the discipline-based astronomy education research literature showing planetarium effectiveness has been sparse. In order to help understand to what extent immersion impacts learning and the effect of the "narrative journey" model of presentation,…
Descriptors: Undergraduate Students, College Science, Astronomy, Recreational Facilities
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Scholz, Kyle W.; Schulze, Mathias – Language Learning & Technology, 2017
Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…
Descriptors: Second Language Learning, Second Language Instruction, Role Playing, Observation
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Parson, Vanessa; Bignell, Simon – Online Learning, 2017
Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide experiential learning qualitatively similar to that found in the real world. MUVEs offer a pedagogically-driven immersive learning opportunity for educationalists that is cost-effective and enjoyable. A family of digital virtual avatars was created within…
Descriptors: Cooperative Learning, Computer Simulation, Problem Based Learning, Teaching Methods
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Liu, Chiung-Lin – Interactive Learning Environments, 2017
This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…
Descriptors: Undergraduate Students, Control Groups, Experimental Groups, Questionnaires
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