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Showing 1 to 15 of 29 results Save | Export
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Yuting Deng; Yanling Zhang; Ruibin Zhao – Education and Information Technologies, 2025
Computer simulation technology and virtual reality technology have gained considerable attention in the field of education due to their potential to create various 3D interactive learning environments, typically including simulated learning environments and immersive learning environments. To gain a deeper understanding of students' learning…
Descriptors: Computer Uses in Education, Computer Simulation, Assistive Technology, Computer Peripherals
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Sai Ho Yip; Adrian K. T. Ng; Henry Y. K. Lau; Jeffrey A. Saunders – Cognitive Research: Principles and Implications, 2024
Recent findings suggest that adding a visual depiction of a nose to virtual reality displays (virtual nose) can reduce motion sickness. If so, this would be a simple intervention that could improve the experience of a variety of VR applications. However, only one peer-reviewed study has reported a benefit from a virtual nose, and the effect was…
Descriptors: Human Body, Visual Aids, Computer Simulation, Motion
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Ruofei Zhang; Di Zou; Gary Cheng – Interactive Learning Environments, 2024
The application and investigation of various virtual world experiences in language learning have been on the rise. However, mixed reality (MR) has received limited attention due to its ambiguous concepts, unclear affordances, and insufficient incorporation of theoretical frameworks. To promote the investigation and implementation of MR-enhanced…
Descriptors: Language Acquisition, Computer Simulation, Technology Uses in Education, Personal Autonomy
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Grad, Piotr; Przeklasa-Bierowiec, Anna M.; Malinowski, Krzysztof P.; Witowski, Jan; Proniewska, Klaudia; Taton, Grzegorz – Anatomical Sciences Education, 2023
Tooth anatomy is fundamental knowledge used in everyday dental practice to reconstruct the occlusal surface during cavity fillings. The main objective of this project was to evaluate the suitability of two types of anatomical tooth reference models used to support reconstruction of the occlusal anatomy of the teeth: (1) a three-dimensional…
Descriptors: Dentistry, Medical Education, Graduate Students, Anatomy
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Jinga, Maria-Ruxandra; Lee, Rachel B. Y.; Chan, Kai Lok; Marway, Prabhvir S.; Nandapalan, Krishan; Rhode, Kawal; Kui, Christopher; Lee, Matthew – Anatomical Sciences Education, 2023
Three-dimensional (3D) segmentation, a process involving digitally marking anatomical structures on cross-sectional images such as computed tomography (CT), and 3D printing (3DP) are being increasingly utilized in medical education. Exposure to this technology within medical schools and hospitals remains limited in the United Kingdom. M3dicube UK,…
Descriptors: Computer Simulation, Computer Peripherals, Printing, Anatomy
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Yanying Chen; Yaoxin Tan; Yuhui Wang – Interactive Learning Environments, 2024
We designed a microbial science popularization product based on virtual reality technology, "Micro World -- Exploring the Microbial Kingdom," and conducted usability tests. Participants used head-mounted VR glasses to experience virtual scenarios teaching microbiological knowledge. The product's user experience was evaluated through a…
Descriptors: Computer Simulation, Science Education, Microbiology, Computer Peripherals
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Wahid Yunianto; Adi Nur Cahyono; Theodosia Prodromou; Shereen El-Bedewy; Zsolt Lavicza – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2025
Creativity and problem-solving are 21st-century skills that we need to develop in our students. Research on computational thinking (CT) integration in school subjects and STEAM activities has shown a positive effect on students' problem-solving skills and creativity. Our study extends our previous work from the integration of CT in a mathematics…
Descriptors: Computation, Thinking Skills, STEM Education, Creativity
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Dongyu Yu; Xing Yao; Kaidi Yu; Dandan Du; Jinyi Zhi; Chunhui Jing – Interactive Learning Environments, 2024
The objective of this study was to determine the differential effects of the presentation position of the augmented reality--head worn display (AR-HWD) interface and the audiovisual-dominant multimodal learning material on learning performance and cognitive load across different learning tasks in training for high-speed train driving. We selected…
Descriptors: Artificial Intelligence, Computer Simulation, Computer Peripherals, Computer Interfaces
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Melanie B. Berkmen; Melisa Balla; Mikayla T. Cavanaugh; Isabel N. Smith; Misael Eduardo Flores-Artica; Abby M. Thornhill; Julia C. Lockart; Celeste N. Peterson – Biochemistry and Molecular Biology Education, 2025
Biochemistry and molecular biology students are asked to understand and analyze the structures of small molecules and complex three-dimensional (3D) macromolecules. However, most tools to help students learn molecular visualization skills are limited to two-dimensional (2D) images on screens and in textbooks. The virtual reality (VR) App Nanome,…
Descriptors: Technology Uses in Education, Computer Simulation, Computer Oriented Programs, Science Instruction
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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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Ersin Dincelli; Alper Yayla – Journal of Information Systems Education, 2024
The availability of powerful head-mounted displays (HMDs) has made virtual reality (VR) a mainstream technology and spearheaded the idea of immersive virtual experiences within the Metaverse -- a shared and persistent virtual world. Companies are eagerly investing in various VR products and services, aiming to be early adopters and create new…
Descriptors: Information Security, Computer Security, Computer Science Education, Computer Simulation
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Azzah Al-Maskari; Thuraya Al Riyami; Sami Ghnimi – Journal of Applied Research in Higher Education, 2024
Purpose: Knowing the students' readiness for the fourth industrial revolution (4IR) is essential to producing competent, knowledgeable and skilled graduates who can contribute to the skilled workforce in the country. This will assist the Higher Education Institutions (HEIs) to ensure that their graduates own skill sets needed to work in the 4IR…
Descriptors: Career Readiness, Technological Literacy, Student Attitudes, Information Technology
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Daniel J. Mills; Jeremy S. White – Turkish Online Journal of Educational Technology - TOJET, 2024
The researchers examined the relationship between informal digital gameplay and learner profiles in two Japanese private universities. Seventy-eight participants responded to 59 items on a digital questionnaire that consisted of four sections: 1) Learner Profiles, 2) Digital Game Usage, 3) Open-Responses, and 4) Demographics. The results of the…
Descriptors: Influence of Technology, Private Colleges, Foreign Countries, Game Based Learning
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Hsu, Yi Chen – EURASIA Journal of Mathematics, Science and Technology Education, 2021
This study examines the integration of virtual reality (VR) information technology in the teaching of systems of linear equations in three variables in a high school mathematics class. More broadly, the study investigates the effectiveness of digital teaching with respect to the learning process. The study tests two auxiliary teaching systems: a…
Descriptors: Instructional Effectiveness, Computer Simulation, Computer Peripherals, High School Students
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Amy Walker; Kristy Pytash – Voices from the Middle, 2025
Little work has been done to investigate the implementation of innovative technologies, such as virtual reality (VR) and 3D printing, during English language arts instruction in juvenile detention facilities. This study explored how technology integration in restricted spaces can lead students to develop connections and empathy toward others. The…
Descriptors: Adolescents, Middle School Students, Institutionalized Persons, Computer Simulation
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