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Imamoglu, Mehmet; Erbas, Cagdas; Dikmen, Cemal Hakan – Online Submission, 2022
The purpose of this study was to examine the studies related to augmented reality applications in sports science and to discuss the results based on this. Articles selected for analysis were found through searches journals in the Web of Science database from 1975 to 2018 were examined and searched using the keywords ("physical education"…
Descriptors: Trend Analysis, Educational Trends, Simulated Environment, Physical Education
Traister, Tanae Alicia-Adams – ProQuest LLC, 2022
The incidence of medical-surgical patients with a secondary anxiety diagnosis is increasing, and nurses' feelings of inadequacy in communicating with anxious patients have hindered the therapeutic nurse-patient relationship, negatively impacting patient outcomes. Simulation methods such as high fidelity simulation and standardized patients have…
Descriptors: Surgery, Nursing Education, Computer Simulation, Patients
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Yamada, Taketo; Matsuura, Kenji; Takeuchi, Hironori; Kashihara, Akihiro; Yamasaki, Kenichi; Kurita, Genta – International Association for Development of the Information Society, 2022
It is important to make car-drivers improve their way of looking for recognizing key objects or areas precisely. This study designs a system following such a motivation that distinguishes several areas in a display with weights of importance. A present proposing function for successful area detection offers drivers an opportunity to compare their…
Descriptors: Motor Vehicles, Traffic Safety, Specialists, Comparative Analysis
Sherry Jean Wright – ProQuest LLC, 2022
The purpose of this qualitative descriptive study is to explore how community college nursing faculty with experience of virtual gaming simulation (VGS) from a community college in north central Texas describe the challenges and benefits of utilizing VGS as a teaching tool to help nursing students progress in the development of clinical judgment…
Descriptors: Computer Simulation, Computer Games, Nursing Students, Clinical Experience
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Benjamin Bailey; Lucy Bryant; Bronwyn Hemsley – Review Journal of Autism and Developmental Disorders, 2022
This review investigated virtual reality and augmented reality (VR/AR) communication interventions for children, adolescents, and adults with communication disability and neurodevelopmental disorders, as well the feasibility of these technologies. A search of five scientific databases yielded 5385 potentially relevant records of which 69 met…
Descriptors: Computer Simulation, Augmentative and Alternative Communication, Communication Disorders, Neurodevelopmental Disorders
Pedro A. Fernandes; O´scar Passos; Maria J. Ramos – Journal of Chemical Education, 2022
The COVID-19 pandemic has brought many challenges to human beings, related to not only health and way of life but also teaching because of the interruption of the standard training at universities imposed by lockdowns. Concerning the latter, the academic community had to reinvent itself, in many ways, to carry on with prepandemic education. This…
Descriptors: COVID-19, Pandemics, Educational Technology, Computer Software
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Jing Yan; Scott Grant; Hui Huang – Educational Technology & Society, 2025
Many studies have examined the factors that influence second language interaction, such as task type and communication mode, i.e., face-to-face and computer-mediated communication through online mode. However, there is a paucity of research that has investigated the effects of task type on negotiation of meaning (NoM), a specific type of…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Task Analysis
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Shaikha AlZaabi; Alya Alshehhi; Hassan Tairab – Educational Process: International Journal, 2025
Background/purpose: This study investigates the perceptions of Chemistry teachers and students in UAE public schools regarding the use of graphically enhanced teaching (GET) in grade 12 Chemistry classes. The study addresses the need to explore the benefits, challenges, and opportunities of integrating visual aids, simulations, and other graphical…
Descriptors: Foreign Countries, High School Students, High School Teachers, Chemistry
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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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Rene Schmidt; Britta Stumpe – Review of Education, 2025
Augmented reality (AR) as a mobile educational technology enables self-directed and interactive learning by anchoring multimedia-enhanced three-dimensional (3D) content at selected locations. Numerous systematic and meta-reviews for education, specifically for science, technology, engineering and mathematics (STEM), have demonstrated a wide range…
Descriptors: Elementary Secondary Education, Geography Instruction, STEM Education, Computer Simulation
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Suet Fong Chan; Dorothy DeWitt; Rhett Loban – Information and Learning Sciences, 2025
Purpose: Intercultural communicative competence (ICC) is important when different cultural speakers learn Mandarin as a Foreign Language (MFL). The use of virtual reality (VR) has been shown to be effective for improving ICC. Hence, this study investigates a production-based instructional strategy where students use VR to view and create VR…
Descriptors: Intercultural Communication, Communicative Competence (Languages), Computer Simulation, Second Language Instruction
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Goeman, J. J.; De Jong, N. H. – Educational Measurement: Issues and Practice, 2018
Many researchers use Cronbach's alpha to demonstrate internal consistency, even though it has been shown numerous times that Cronbach's alpha is not suitable for this. Because the intention of questionnaire and test constructers is to summarize the test by its overall sum score, we advocate summability, which we define as the proportion of total…
Descriptors: Tests, Scores, Questionnaires, Measurement
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Taylor, T. L. – American Journal of Play, 2018
In this excerpt from the author's new book, "Watch Me Play: Twitch and the Rise of Game Live Streaming," (Princeton University Press, 2018), she discusses some of the work game live streamers undertake to convert their private play into public entertainment. She details the layers involved in a typical broadcast and argues that this…
Descriptors: Play, Video Games, Internet, Video Technology
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Sanko, Jill S. – Quarterly Review of Distance Education, 2017
Simulation can be used for teaching or practicing both technical skills (insertion of intravenous catheters, or suturing for example) and non-technical skills (communication and teamwork). A combination of full body, high and low technology simulators (mannequins designed to depict humans), body part or body system-specific task trainers (models…
Descriptors: Teaching Methods, Simulation, Nursing Education, Skill Development
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Sung, Billy; Mergelsberg, Enrique; Teah, Min; D'Silva, Brandon; Phau, Ian – British Journal of Educational Technology, 2021
Virtual reality (VR) technology has been shown to be a promising teaching method in STEM subjects. Extending these findings, the current study is the first to develop and examine the feasibility of using a VR simulation in marketing (i.e., a non-STEM subject). Specifically, the levels of immersion and three learning outcomes (learning attitude,…
Descriptors: Computer Simulation, Technology Uses in Education, Teaching Methods, Marketing
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