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Black, Michael; Chapman, Debra; Clark, Angela – Information Systems Education Journal, 2018
The Enhanced Virtual Laboratory (EVL) is the product of a Department of Defense grant to enhance outreach, research, and education for cyber security. Through web-based laboratories, EVL allows users to remotely experience interactive content with virtual machines inside a modern web browser providing constructivism-based, student-centered,…
Descriptors: Computer Security, Computer Simulation, Laboratories, Internet
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Huang, Chiao Ling; Luo, Yi Fang; Yang, Shu Ching; Lu, Chia Mei; Chen, An-Sing – Journal of Educational Computing Research, 2020
The purpose of this study was to investigate the relationship among Taiwanese high school students' learning style, sense of presence, cognitive load, and affective and cognitive learning outcomes in an immersive virtual reality-based learning environment. This study used a teaching experiment intervention method. Seventy-seven students…
Descriptors: Cognitive Style, Difficulty Level, Outcomes of Education, Virtual Classrooms
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Dexter, Sara; Clement, Davis; Moraguez, Daniel; Watson, Ginger S. – Journal of Research on Leadership Education, 2020
This article presents three types of (inter)active learning pedagogical tools to better prepare future administrators for complex, real-world tasks. We propose a framework of narrative linearity and responsiveness to examine digital cases, digital simulations, and clinical simulations as bridging pedagogies from abstract class-based methods to…
Descriptors: Active Learning, Administrator Education, Leadership Training, Case Method (Teaching Technique)
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Jagodzinski, Piotr; Wolski, Robert – Journal of Science Education and Technology, 2015
Natural User Interfaces (NUI) are now widely used in electronic devices such as smartphones, tablets and gaming consoles. We have tried to apply this technology in the teaching of chemistry in middle school and high school. A virtual chemical laboratory was developed in which students can simulate the performance of laboratory activities similar…
Descriptors: Computer Simulation, Virtual Classrooms, Science Laboratories, Computer Interfaces
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Yang, Yuting; Kang, Houliang – Engineering Design Graphics Journal, 2014
Three Dimensional or 3D virtual reality has become increasingly popular in many areas, especially in building a digital campus. This paper introduces a virtual campus, which is based on a 3D model of The Tourism and Culture College of Yunnan University (TCYU). Production of the virtual campus was aided by Human Factor and Ergonomics (HF&E), an…
Descriptors: Virtual Classrooms, Human Factors Engineering, Campuses, Computer Software
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Mendoza-Gonzalez, Ricardo, Ed. – IGI Global, 2016
In today's society, educational opportunities have evolved beyond the traditional classroom setting. Most universities have implemented virtual learning environments in an effort to provide more opportunities for potential or current students seeking alternative and more affordable learning solutions. "User-Centered Design Strategies for…
Descriptors: Online Courses, Curriculum Design, Virtual Classrooms, Best Practices
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Fassbender, Eric; Richards, Deborah; Bilgin, Ayse; Thompson, William Forde; Heiden, Wolfgang – Computers & Education, 2012
Game technology has been widely used for educational applications, however, despite the common use of background music in games, its effect on learning has been largely unexplored. This paper discusses how music played in the background of a computer-animated history lesson affected participants' memory for facts. A virtual history lesson was…
Descriptors: Music, Familiarity, Recall (Psychology), History Instruction
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Johnson-Glenberg, Mina C.; Birchfield, David; Usyal, Sibel – Educational Media International, 2009
We present a new and innovative interface that allows the learner's body to move freely in a multimodal learning environment. The Situated Multimedia Arts Learning Laboratory ("SMALLab") uses 3D object tracking, real time graphics, and surround-sound to enhance embodied learning. Our hypothesis is that optimal learning and retention occur when…
Descriptors: Virtual Classrooms, Intermode Differences, Learning Modalities, Computer Interfaces
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Veletsianos, George; Heller, Robert; Overmyer, Scott; Procter, Mike – British Journal of Educational Technology, 2010
This paper examines the effective deployment of conversational agents in virtual worlds from the perspective of researchers/practitioners in cognitive psychology, computing science, learning technologies and engineering. From a cognitive perspective, the major challenge lies in the coordination and management of the various channels of information…
Descriptors: Cues, Engineering, Cognitive Psychology, Internet
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Veletsianos, George – Computers & Education, 2010
Humans draw on their stereotypic beliefs to make assumptions about others. Even though prior research has shown that individuals respond socially to media, there is little evidence with regards to learners stereotyping and categorizing pedagogical agents. This study investigated whether learners stereotype a pedagogical agent as being…
Descriptors: Computer Assisted Instruction, Artists, Scientists, Context Effect
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Ketelhut, Diane Jass; Nelson, Brian C.; Clarke, Jody; Dede, Chris – British Journal of Educational Technology, 2010
This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with "avatars" of…
Descriptors: Urban Areas, Virtual Classrooms, Science Education, Science Curriculum
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Zhang, Li; Gillies, Marco; Dhaliwal, Kulwant; Gower, Amanda; Robertson, Dale; Crabtree, Barry – International Journal of Artificial Intelligence in Education, 2009
This paper describes a multi-user role-playing environment, referred to as "e-drama", which enables groups of people to converse online, in scenario driven virtual environments. The starting point of this research, is an existing application known as "edrama", a 2D graphical environment in which users are represented by static…
Descriptors: Disabilities, Cartoons, Interpersonal Relationship, Interaction
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Kennedy, Gregor E.; Judd, Terry S. – Computers & Education, 2007
Developers of educational multimedia programs have expectations about the way in which they will be used. These expectations can be broadly categorised as either functional (primarily related to the interface) or educational (related to learning designs, processes and outcomes). However, student users will not always engage with educational…
Descriptors: Learning Processes, Medical Students, Multimedia Materials, Computer Software
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Dalgarno, Barney; Harper, Barry – Australasian Journal of Educational Technology, 2004
This paper describes two empirical studies which investigated the importance for spatial learning of view control and object manipulation within 3D environments. A 3D virtual chemistry laboratory was used as the research instrument. Subjects, who were university undergraduate students (34 in the first study and 80 in the second study), undertook…
Descriptors: Foreign Countries, Undergraduate Students, Active Learning, Science Laboratories
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers