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Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
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Pombo, Lúcia; Marques, Margarida Morais – Interactive Technology and Smart Education, 2019
Purpose: The purpose of this paper is to present a survey study that analyzes mobile learning through students' opinion regarding the use of mobile devices for learning, including their advantages and difficulties, as well as the educational value of a specific mobile learning strategy, reified in the EduPARK game, after an experience of exploring…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Hiroyuki Mitsuhara; Takahide Sumikawa; Jun Miyashita; Kazuhisa Iwaka; Yasunori Kozuki – Interactive Technology and Smart Education, 2013
Purpose: Traditional evacuation drill is monotonous. Therefore, evacuation drill should be diversified to get more people interested in disaster prevention. Our idea is game-based evacuation drill using real world edutainment (RWE). This paper aims at clarifying how RWE-based evacuation drill is realized. Design/methodology/approach: RWE provides…
Descriptors: Emergency Programs, Game Based Learning, Drills (Practice), Educational Games
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Castañeda, Maira Alejandra; Guerra, Ananda Maye; Ferro, Roberto – Interactive Technology and Smart Education, 2018
Purpose: This paper aims to show that the use of technological tools such as augmented reality (AR) and its integration in the education system through gamification offers better learning results when compared with traditional education. Design/methodology/approach: Through the implementation of the Leap Motion Controller in English classes of the…
Descriptors: Foreign Countries, Games, Technology Integration, Computer Simulation
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Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami – Interactive Technology and Smart Education, 2016
Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…
Descriptors: Simulated Environment, Educational Games, Emergency Programs, Computer Simulation
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Hall, Lynne; Jones, Susan Jane; Aylett, Ruth; Hall, Marc; Tazzyman, Sarah; Paiva, Ana; Humphries, Lynne – Interactive Technology and Smart Education, 2013
Purpose: This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults. Design/methodology/approach: In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the…
Descriptors: Young Adults, Computer Games, Computer Software, Evaluation Methods
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Dimitris Alimisis; Emmanouil Zoulias – Interactive Technology and Smart Education, 2013
Purpose: The aim of this research is the development of a problem-based curriculum for robotic surgical training and its evaluation. Design/methodology/approach: First, the aim and objectives of the curriculum are defined and the background learning theories that guide our work are introduced. The methodology for designing the simulator-based…
Descriptors: Robotics, Surgery, Training, Skill Development
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Kapralos, Bill; Hogan, Michelle; Pribetic, Antonin I.; Dubrowski, Adam – Interactive Technology and Smart Education, 2011
Purpose: Gaming and interactive virtual simulation environments support a learner-centered educational model allowing learners to work through problems acquiring knowledge through an active, experiential learning approach. To develop effective virtual simulations and serious games, the views and perceptions of learners and educators must be…
Descriptors: Foreign Countries, Experiential Learning, Laptop Computers, Educational Technology
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Fox, Kaitlyn; Whitehead, Anthony – Interactive Technology and Smart Education, 2011
Purpose: In the authors' experience, the biggest issue with pose-based exergames is the difficulty in effectively communicating a three-dimensional pose to a user to facilitate a thorough understanding for accurate pose replication. The purpose of this paper is to examine options for pose presentation. Design/methodology/approach: The authors…
Descriptors: Foreign Countries, Feedback (Response), Photography, Training Methods
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Ang, Chee Siang; Zaphiris, Panayiotis – Interactive Technology and Smart Education, 2008
Purpose: Recently, researchers have begun investigating the learning process that occurs within computer games (learning to play), as opposed to studying games that support explicit learning for educational purposes (playing to learn). With the increasing popularity of massively multiplayer online games (MMOGs), some research has begun to look…
Descriptors: Socialization, Play, Participant Observation, Learning Processes
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Zapata-Rivera, Diego; VanWinkle, Waverely; Doyle, Bryan; Buteux, Alyssa; Bauer, Malcolm – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to propose and demonstrate an evidence-based scenario design framework for assessment-based computer games. Design/methodology/approach: The evidence-based scenario design framework is presented and demonstrated by using BELLA, a new assessment-based gaming environment aimed at supporting student learning of…
Descriptors: Feedback (Response), Urban Schools, Measurement, Psychometrics
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Shih, Timothy K.; Chang, Ya-Fung; Hsu, Hun-Hui; Wang, Ying-Hong; Chen, Yung-Hui – Interactive Technology and Smart Education, 2004
Distance education has been an important research issue of multimedia computing and communication. Since the instructional activities are implemented on cyberspace, how to control behaviors of students and to increase the degree of communication awareness have been a challenging issue. We propose a system based on the scaffolding theory. Behaviors…
Descriptors: Video Games, Distance Education, Computer Simulation, Educational Technology
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Smith, Brian; Sharma, Priya; Hooper, Paula – Interactive Technology and Smart Education, 2006
This paper describes the forms of knowledge used by players of fantasy sports, games where players create ideal sports teams and compete to accumulate points based on professional athletes' statistical performances. Messages from a discussion forum associated with a popular fantasy basketball game were analyzed to understand how players described…
Descriptors: Fantasy, Athletes, Heuristics, Mathematical Concepts
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Miller, Megan; Hegelheimer, Volker – Interactive Technology and Smart Education, 2006
Despite their motivational appeal to learners, innovative and technologically advanced computer simulation games targeting native English speakers frequently remain beyond the competence of ESL learners as independent didactic tools. Guided by Chapelle's (2001) criteria for determining CALL task appropriateness, this paper illustrates how the…
Descriptors: Feedback (Response), Vocabulary Development, English (Second Language), Second Language Learning
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Binsubaih, Ahmed; Maddock, Steve; Romano, Daniela – Interactive Technology and Smart Education, 2006
In Dubai, traffic accidents kill one person every 37 hours and injure one person every 3 hours. Novice traffic accident investigators in the Dubai police force are expected to "learn by doing" in this intense environment. Currently, they use no alternative to the real world in order to practice. This paper argues for the use of an…
Descriptors: Foreign Countries, Accidents, Traffic Safety, Time Management