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Showing 1 to 15 of 48 results Save | Export
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Jianli Shi; Jirarat Sitthiworachart; Jon-Chao Hong – Education and Information Technologies, 2024
Given that project-based learning (PjBL) allows for hands-on application in realistic contexts and that immersive virtual reality (iVR) allows learners to interact with multiple modalities of information and immerse in a real-world English environment, this study investigates how incorporating iVR technology into PjBL contexts affects students'…
Descriptors: Active Learning, Student Projects, Oral Language, Language Skills
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Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
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Mou, Tsai-Yun – Educational Studies, 2021
This study investigated college students' self-regulation in the context of a 3D design team project. By conducting a pre-survey, post-survey and focus group interviews, the study examined students' expectations, conceptions and reality of self-regulation in the team project. The results showed that students' self-regulation directly reflected in…
Descriptors: Expectation, Student Attitudes, Self Control, Design
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Adi Badiozaman, Ida Fatimawati; Segar, Augustus Raymond; Hii, John – Innovations in Education and Teaching International, 2022
This paper reports on students' learning experience with a hybrid Augmented Reality (AR) and Virtual Reality (VR) app called the Kuching Heritage App (KHA). We investigated the effect of visualisations, time lapse (i.e., past to present), and the witnessing of historical changes on students' learning experience about cultural heritage. This pilot…
Descriptors: Active Learning, Technology Uses in Education, Computer Oriented Programs, Computer Simulation
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Chenmu Xie; Yiyu Ouyang – Cogent Education, 2024
Online learning has become a daily mode of modern education, and its effect on learning outcomes has also been widely discussed. Engagement, satisfaction and academic performance are often used to measure learning outcomes, while factors such as physical motorization, information presentation and embodied learning experiences are often used to…
Descriptors: Foreign Countries, College Students, Electronic Learning, Distance Education
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Elford, Daniel; Lancaster, Simon J.; Jones, Garth A. – Journal of Chemical Education, 2021
An educational escape activity was developed, embedding elements of both augmented and immersive virtual reality technologies, in an active learning environment. The mental visualization of abstract concepts can be difficult for students, inhibiting their ability to reason cogently regarding important topics of stereochemistry. Consequently, an…
Descriptors: Chemistry, Learning Activities, Problem Solving, Computer Simulation
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Lu?trea, Anca; Dinca, Melinda; Cra?ovan, Mariana; Oni?iu, Atalia; Luche?, Dan; Fyhn, Håkon; Røyrvik, Jens – Journal of Educational Sciences, 2023
As a result of the COVID-19 pandemic, formal education underwent a period of rapid transformation. Beyond this period, the virtual learning environment proposed a reevaluation of curriculum design and didactic strategies. The Classroom Laboratory NTNU-WUT Joint Course (CL) was introduced as a novel learning experience for students at West…
Descriptors: Learning Experience, Computer Simulation, Reflection, Foreign Countries
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Matthew Jordan; Zecong Ma; Jeffrey E. Johnson – Journal of Teaching in International Business, 2024
Study abroad programs represent an effective way to enhance student learning and development in business higher education, especially in international business, marketing, and trade. However, in the face of disruptors and barriers that affect a student's ability to travel internationally, virtual study abroad (VSA) programs can be a more…
Descriptors: Study Abroad, Business Education, Virtual Classrooms, Program Effectiveness
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Saunders, Colin P.; Bennett, Jennifer A. – Educational Media and Technology Yearbook, 2019
This chapter provides an overview on how the use of Virtual Reality apps and related activities enhanced student learning in conjunction with a low-tech, team-based, active learning assessment. Our approach for integrating emerging immersive technology in a Cell Biology class, a first of its kind at Otterbein University in Westerville, Ohio, was…
Descriptors: Computer Simulation, Computer Oriented Programs, Active Learning, Educational Technology
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See, Zi Siang; Ledger, Susan; Goodman, Lizbeth L.; Matthews, Benjamin; Jones, Donovan; Fealy, Shanna; Ooi, Wooi Har; Amin, Manisha – Journal of Information Technology Education: Innovations in Practice, 2023
Aim/Purpose: This paper describes a technologies education model for introducing Simulation Learning and Extended Reality (XR) solution creation skills and knowledge to students at the tertiary education level, which is broadly applicable to higher education-based contexts of teaching and learning. Background: This work is made possible via the…
Descriptors: Technology Education, College Students, Models, Educational Technology
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Banda, Herbert James; Nzabahimana, Joseph – Physical Review Physics Education Research, 2021
This paper describes a comprehensive review of 31 quasi or experimental research studies from the past decade on the effect of PhET simulations on students' conceptual understanding of physics. Two questions guided the review: (i) To what extent do PhET simulations enhance students' conceptual understanding of physics? (ii) What are the best ways…
Descriptors: Physics, Science Instruction, Computer Simulation, Concept Formation
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Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
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Britson, Carol A. – HAPS Educator, 2022
Reflections on the efficacy of pedagogical changes and practices and their effect on student performance are often hindered by incomplete data, small sample sizes, and the confounding variables of multiple instructors and teaching sites. Observations from such retrospective analyses, however, are highly sought after by instructors and…
Descriptors: Anatomy, Physiology, COVID-19, Pandemics
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Monica Chadha; Jeannine E. Relly – Journalism and Mass Communication Educator, 2024
Online program design is important for cross-cultural learning and cultural awareness and responsiveness. Because of the importance of these areas in journalism and similar fields, this research studies an intercultural "bridge" project with journalism and media-related students at a southwest U.S. university and four universities in…
Descriptors: War, Teaching Methods, Online Courses, Cultural Awareness
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Gondi, Vamsi; Hua, David; Bajracharya, Biju Raja – Information Systems Education Journal, 2021
In the age of COVID-19, traditional teaching techniques are under scrutiny. Most concepts and labs in the area of information technology are intended to be taught face-to-face in labs using clusters and networking infrastructure. Simulation software's such as uCertify, Pearson online, etc.., are good alternative, but are not always a viable…
Descriptors: Computer Science Education, Computer Software, Computer Simulation, Information Technology
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