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Showing 1 to 15 of 77 results Save | Export
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Aranka Bijl; Sebastiaan de Klerk; Bernard P Veldkamp; Eva de Schipper; Saskia Wools – Journal of Educational Technology Systems, 2025
Workers in many vocations rely on a wide range of information to solve problems, including Dutch municipal enforcement officials (MEOs) who require this skill when planning surveillance routes. The present study focused on the development of a digital simulation game intended for assessing domain-specific information problem solving (IPS) in…
Descriptors: Foreign Countries, Career and Technical Education, Problem Solving, Computer Games
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Tim T. Favier; Veronique A. J. M. Schutjens – Journal of Geography in Higher Education, 2025
Recent advancements in geospatial technologies enable geography students to explore outdoor phenomena independently, without teacher guidance. Several authors argue that smartphone apps can effectively replace the teacher in excursions, addressing challenges such as teachers' limited availability. However, empirical research comparing the actual…
Descriptors: Geography Instruction, Telecommunications, Handheld Devices, Geographic Information Systems
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Alice Gruber; Silvia Canto; Kristi Jauregi-Ondarra – ReCALL, 2023
Mentored online intercultural interaction offers foreign language learners the opportunity to develop different competences, including intercultural, linguistic, and digital competence (O'Dowd, 2021). Such virtual exchange (VE) projects typically involve computer-mediated communication via, for example, Zoom. However, the use of high-immersion…
Descriptors: Computer Simulation, Computer Mediated Communication, Computer Uses in Education, Interpersonal Relationship
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Caroline Archambault; Geerte Verduijn – Journal of Experiential Education, 2024
Background: University teachers in various fields have turned to the experiential tool of poverty simulations to help prepare students to work effectively and ethically with people living in poverty. Their efficacy is reportedly mixed. While several studies claim positive results on student knowledge, skills, and attitudes, others highlight risks…
Descriptors: Foreign Countries, Undergraduate Students, College Faculty, Poverty
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Hulsbergen, Michiel H.; de Jong, Jutta; van der Smagt, Maarten J. – Psychology Learning and Teaching, 2023
To aid in teaching dialogue skills a virtual simulator called "Communicate!" was developed at Utrecht University. Teachers can build scenarios for students to practice dialogues with a virtual character. In two experiments (n = 128 and 133, a year apart), we investigated if and how "Communicate!" can be an effective aid to…
Descriptors: Computer Simulation, Dialogs (Language), Foreign Countries, Electronic Learning
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Susu Zhang; Xueying Tang; Qiwei He; Jingchen Liu; Zhiliang Ying – Grantee Submission, 2024
Computerized assessments and interactive simulation tasks are increasingly popular and afford the collection of process data, i.e., an examinee's sequence of actions (e.g., clickstreams, keystrokes) that arises from interactions with each task. Action sequence data contain rich information on the problem-solving process but are in a nonstandard,…
Descriptors: Correlation, Problem Solving, Computer Assisted Testing, Prediction
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Kiemeneij, Wilbert; de Putter, Lesley; Koopman, Maaike – Physics Education, 2023
Physics education in secondary schools can include biophysics topics as electives. An open simulation based on a simulation like Minecraft for learning the workings of the action potential in human cells was designed and tested for students in upper secondary physics education. In small design and test cycles both the simulation engine and the…
Descriptors: Science Education, Secondary School Science, Biophysics, Engines
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Canto, Silvia; Jauregi-Ondarra, Kristi – Research-publishing.net, 2021
Game-based learning is gaining popularity in language education. For the present study, three games were developed with a central focus on intercultural interaction to be played internationally in dyads or small groups using Video-Communication (VC) tools or a Virtual World (VW). The interactions were carried out in Spanish as a Lingua Franca (LF)…
Descriptors: Interaction, Game Based Learning, Learner Engagement, Second Language Learning
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Jauregi-Ondarra, Kristi; Gruber, Alice; Canto, Silvia – Research-publishing.net, 2021
Social Virtual Reality (VR) applications enable real-time interpersonal conversation and allow users to perform activities together. They have the potential of changing the ways learners practise speaking a foreign language. Following a previous study (Jauregi Ondarra, Gruber, & Canto, 2020), we designed the present study to explore how…
Descriptors: Intercultural Communication, Second Language Learning, Second Language Instruction, Computer Simulation
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Alsem, Sophie C.; van Dijk, Anouk; Verhulp, Esmée E.; Dekkers, Tycho J.; De Castro, Bram O. – Child Development, 2023
This multicenter randomized controlled trial investigated whether interactive virtual reality enhanced effectiveness of Cognitive Behavioral Therapy (CBT) to reduce children's aggressive behavior problems. Boys with aggressive behavior problems (N = 115; M[subscript age] = 10.58, SD = 1.48; 95.7% born in Netherlands) were randomized into three…
Descriptors: Aggression, Children, Behavior Problems, Behavior Modification
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Arikan, Fatih; Özgür, Hasan – Shanlax International Journal of Education, 2020
The purpose of the study is to determine the effect of augmented reality applications on the learning of engineering students in their professional courses. The objective of the study is to ensure that augmented reality technologies, which are among the most important technologies of today, are used in educational settings. The other important…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Teaching Methods
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Faridaddin Vahdatikhaki; Ilona Friso-van den Bos; Sajad Mowlaei; Bas Kollöffel – European Journal of Engineering Education, 2024
Practical laboratory sessions are essential for engineering education, demanding efficient use of limited time. In recent years, Virtual Reality (VR) technologies have introduced Virtual Laboratories (VLs), offering the potential to enhance students' educational experience. Despite their potential, VLs are rarely utilised in civil engineering…
Descriptors: Laboratories, Virtual Classrooms, Gamification, Computer Simulation
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Riski Lestiono; Sangmin-Michelle Lee – JALT CALL Journal, 2024
Public speaking often imposes a nerve-wracking atmosphere in the L2 classrooms. Consequently, an alternative to the anxiety-arousing activity by using advanced technology for pedagogy is urgent. Prior publications reported the use of virtual reality (VR) for training public speaking and alleviating students' public speaking anxiety (PSA). However,…
Descriptors: Computer Simulation, Therapy, Behavior Modification, Public Speaking
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Belboukhaddaoui, Ilham; van Ginkel, Stan – Research on Education and Media, 2019
Although scholars emphasised the essence of feedback delivered on virtual reality-based tasks, it remains unclear whether the acquisition of students' oral presentation skills can be enhanced by the timing of feedback. An exploratory study, recently conducted in a Dutch university, explores the potential differential impact of immediate versus…
Descriptors: Public Speaking, Skill Development, Feedback (Response), Computer Simulation
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Jauregi-Ondarra, Kristi; Christoforou, Maria; Boglou, Dimitrios – Research-publishing.net, 2022
Computer-mediated communication tools facilitate international collaboration projects between foreign language learners and peers abroad (O'Dowd, 2018). Social Virtual Reality (VR) applications allow for synchronous interactions and task-based communication in which learners can experience telepresence and immersion and conversate in a foreign…
Descriptors: Computer Mediated Communication, International Cooperation, Cooperative Learning, Second Language Learning
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